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LTS Release 2020.3.24f1

Released:

LTS Release 2020.3.24f1

Released:

Known Issues in 2020.3.24f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary (1372558)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Build Pipeline: Windows build fails when using Deltatre Magma Engine (1382217)

  • GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scene/Game View: Icon attached to MonoBehaviour script disappears when Selecting the GameObject (1379500)

  • Serialization: [CacheServer] Editor crashes when "IP Address" in Project Settings is empty (1373314)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Shuriken: [Particles] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System (1379541)

  • Templates: Editor crashes when exiting and keeping a tutorial project (1338299)

  • WebGL: Creating a mesh in Play Mode causes a "abnormal mesh bounds" error when build target is WebGL (1364263)

2020.3.24f1 Release Notes

Features

  • Input System: Added support for PS5 DualSense controllers on Mac and Windows.

  • Version Control: Added option to "Add to ignore file" in context menu in the project view

    • Added empty state message for Pending Changes tab.

    • Added success state message for Pending Changes tab.

    • Added metrics for Branches tab functionalities.

Improvements

  • iOS: Added ProMotion support on ios15 and new devices (iphone13 family). (1374612)

  • iOS: Added support for iPhones, iPads and Apple TV released in 2021. (1367775)

  • Package: Fixed property drawing when manually drawing a property that was hidden with [HideInInspector]. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.mathematics@1.2/changelog/CHANGELOG.html (1298368)

  • Package: Updated com.unity.ide.visualstudio package to 2.0.12. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/changelog/CHANGELOG.html

  • Particles: Improved type lookup speed for SetParticles and GetParticles. (1373296)

  • Version Control: Fixed console error when selecting object in Scene view hierarchy or creating a new asset.

  • Version Control: Fixed NullReferenceException after closing the Plastic SCM window.

  • Version Control: Fixed UI overlays in Project view missing on changed assets when force checkout is disabled.

  • Windows: Added Windows 11 support in SystemInfo.operatingSystem. (1372750)

  • XR: Updated WMR XR SDK Plug-on to 4.6.1. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@4.6/changelog/CHANGELOG.html

API Changes

  • Apple TV: Added: Identifier for 2nd generation Apple TV 4K.

  • Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.

  • iOS: Added: Identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.

Changes

  • Input System: Updated Input System to 1.2.0. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.inputsystem@1.2/changelog/CHANGELOG.html

  • Version Control: Changed the default metadata columns shown in the Incoming Changes screen.

  • Version Control: Removed pinstriping in the Gluon Incoming Changes window.

  • Version Control: Removed the "Nothing to download" bar from the Incoming Changes window when there are no items to download.

  • Version Control: Updated the alignment of sorting arrows to the right of the column.

  • XR: Updated XR Management to 4.2.0. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.2/changelog/CHANGELOG.html

Fixes

  • 2D: Fixed a crash when disabling the Optimize Geometry option on a Sprite Shape Controller. (1364012)

  • Android: Fixed a performance regression when using MSAA backbuffer with Vulkan. (1351579)

  • Android: Fixed an issue with BuildIl2CppTask now it is correctly formed with --enable-debugger when using Export Project with Script Debugging. (1369680)

  • Animation: Fixed an issue of the use of PropertyStreamHandle with Addressable AnimatorController. (1341031)

  • Asset Pipeline: Fixed an issue that the progress bar shows full during the import of assets. (1337397)

  • Build Pipeline: Fixed GlobalObjectIdGlobalObjectIdentifiersToObjectsSlow and it no longer returns random objects when then GlobalObjectId references a non-existing object. (1291291)

  • Build System: Fixed an error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling ContentBuildInterface:GetPlayerObjectIdentifiersInAsset.

  • DX12: Fixed linear colorspace screenshots being broken when swapchain resolution mismatched with window resolution. (1379073)

  • Editor: Fixed an Editor crash when using -quit command line argument on MacOS. (1362461)

  • Editor: Fixed an issue that the PropertyField methods do not include ReorderableList children by default. (1336112)

  • Editor: Fixed an issue that the reflection probe baking sometimes containing the cyan loading shader. (1368213)

  • Editor: Fixed an issue that the Unity Package Manager diagnostic tool fails to run when started via the launch script.

  • GI: Fixed an infinite loop for light baking when unloading a light baked scene while another scene is open. (1337508)

  • Graphics: Fixed a D3D12 validation error on render target and a pipeline state sample count mismatch. (1371812)

  • Graphics: Fixed a NativeArray de-allocation error when using the results of Texture2D.GetPixelData in multiple jobs per frame. (1359263)

  • Graphics: Fixed an issue that Texture Memory in Memory Profiler Module was not updated when profiling a Vulkan build. (1351803)

  • Graphics: Fixed an issue where memory would leak from mesh due to mismatching memory labels. (1362505)

  • Graphics: Fixed incorrect compression of 8k ETC textures using the Crunch compressor. (1346908)

  • Input System: Fixed a performance issue on entering/exiting play-mode where HID device capabilities JSON could be parsed multiple times for a single device. (1362733)

  • Input System: Fixed a problem where explicitly switching to the already active control scheme and device set for PlayerInput would cancel event callbacks for no reason when the control scheme switch would have no practical effect. This fix detects and skips device unpairing and re-pairing if the switch is detected to not be a change to scheme or devices. (1342297)

  • Input System: Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in ENABLE_VR checks to prevent this issue.

  • Input System: Fixed an error "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" and any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting is set to medium or high. (1368761)

  • Input System: Fixed an incorrect generic gamepad short display button names mapping.

  • Input System: Fixed an issue where InvalidOperationException is thrown if an input for an action with multiple interactions is held while disconnecting the device. (1354098)

  • Input System: Fixed an issue where resetting an action via InputAction.Reset() while being in disabled state would prevent the action from being enabled again. (1370732)

  • Input System: Fixed current being null for sensors (Accelerometer.current, others). (1371204)

  • Input System: Fixed handling of exception in InputManager.OnUpdate and now the system will try to handle the exception and recover into a working state.

  • Input System: Fixed input action for Android gamepad's right stick will be correctly invoked when only the Y-axis is changing. (1308637)

  • Input System: Fixed action.ReadValue and others returning invalid data when used from FixedUpdate or early update when running in play mode in the editor. (1368559)

  • Input System: Improved the user experience when creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch\*/press path binding syntax. (1357664)

  • iOS: Fixed a crash/hang when going to background from portrait upside down. (1285042)

  • Particles: Fixed an issue that texel size and mask interaction shader properties are missing in the particle system renderer. (1296392)

  • Profiler: Fixed a rare crash on Editor shutdown. (1372546)

  • Profiler: Fixed an ArgumentOutOfRangeException in the Module Editor when enabling deep profiling after deleting a module. (1335309)

  • Serialization: Fixed an issue that classes referred by value will also be considered and added to the list of classes not to be stripped when performing a Player Build / Asset Bundle Build / Addressable Build, in addition to SerializeReference. (1296195)

  • Serialization: Fixed missed invocations of ISerializationCallbackReceiver.OnAfterDeserialization and asserts arising when that interface is implemented on structs inside a MonoBehaviour or ScriptableObject class, along with the presence of SerializeReference fields. (1372710)

  • Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. (1369645)

  • uGUI: Fixed an issue where the text inside a Canvas would sometimes blink.

  • Universal Windows Platform: Fixed a building issue and now generated Visual Studio project builds correctly on Universal Windows Platform with Visual Studio 2022. (1378086)

  • Video: Fixed spamming errors in the Console when opening imported video in the Inspector tab and Target Platform is set to UWP. (1357597)

  • Windows: Fixed an issue where files get locked unnecessarily by UnityCrashHandler.exe no longer inherits all Windows handles from the editor/player when launched.

  • XR: Fixed an issue where duplicated UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option.

  • XR: Fixed an issue with the XR plugin interface depth. (1376203)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2019.4.33f1

Released:

LTS Release 2019.4.33f1

Released:

Known Issues in 2019.4.33f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary (1372558)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (1375312)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Progressive Lightmapper: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • WebGL: [iOS] Video is not playing (1288692)

2019.4.33f1 Release Notes

Features

  • Version Control: Added visual overview bar to the incoming changes tab.

    • Added progress dialog for the migration process.

    • Added Branches tab that shows a list of all branches in the repository.

    • Added option and dialog to create a child branch from selected branch.

    • Added option to switch to another branch.

    • Added option and dialog to rename a branch.

    • Added option to delete a branch.

    • Added a preference to save if the window should open the Branches tab by default.

    • Added metrics for Plastic SCM installation window usage.

Improvements

  • AI: Improved NavMeshAgent creation failure log to help select the source object. (1274983)

  • iOS: ProMotion support on ios15 and new devices (iphone13 family). (1374612)

  • iOS: Support for iPhones, iPads and Apple TV released in 2021. (1367775)

  • Package: Com.unity.purchasing has been updated to 4.1.1. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/changelog/CHANGELOG.html

  • Package: Updated com.unity.cinemachine to 2.6.11. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/index.html

  • Windows: Improved SystemInfo.operatingSystem. It now recognizes Windows 11. (1372750)

  • XR: The Oculus XR Plugin package has been updated to 1.11.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11/manual/index.html

  • XR: Updated XR Management to 4.2.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.2/manual/index.html

API Changes

  • Apple TV: Added: Identifier for 2nd generation Apple TV 4K.

  • Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.

  • iOS: Added: Identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.

Changes

  • Version Control: Updated status bar notification icons. Updated texts for workspace modes selection and checkin comment box.

Fixes

  • 2D: Fixed a render texture size error in the Skinning Editor. (1357552)

  • 2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profiling. (1364910)

  • 2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. (1351543)

  • 2D: Fixed an issue where Unity would freeze when importing certain PSD files. (1338690)

  • Android: Disabled cut/copy/paste popup that was appearing on the hidden Android inputfield. (1317688)

  • Android: Fixed an issue that causes the app to not get launched when building and running App Bundle on Android 4.x. (1355198)

  • Android: Fixed an issue where android:exported atribute was not set to true for Uniy library activity when target API level is 31 or higher. (1356676)

  • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

  • Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C# Process class, when redirecting streams and dispose process, the pipes would remain open. (1303618)

  • Animation: Fixed a potential crash when generating asset previews if destructive methods are called in user callbacks. (1343886)

  • Asset Bundles: Fixed AssetBundle.Unload now it waits for all asset bundle async operations to complete to avoid a potential crash. (1150164)

  • Asset Pipeline: Fixed an asset matching inconsistency issue with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. (1353343)

  • Audio: Fix a crash caused by leaking memory allocators caused by built-in audio device suspension in the editor. (1351004)

  • Editor: Fixed an issue that the Unity Package Manager diagnostic tool fails to run when started via the launch script.

  • Editor: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling ContentBuildInterface:GetPlayerObjectIdentifiersInAsset

  • GI: Fixed a crash when generating lighting which calls print function with incorrect parameters. (1368383)

  • GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. (1331427)

  • GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. (1263524)

  • Graphics: Fixed a missing object issue when highly static batched scene + SRP Batcher. (1294742)

  • Graphics: Fixed a rare crash in shadow rendering. (1350950)

  • Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. (1330613)

  • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

  • IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. (1336012)

  • IL2CPP: Fixed conversion errors that can occur with generic types that have a static constructor. (1362583)

  • IL2CPP: Fixed possible complier errors by hashing parameter info and generic arguments to avoid long method names. (1362768)

  • IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. (1361799)

  • iOS: Fixed an issue that stopped the dark mode native mobile input's background from going transparent when it was empty. (1367091)

  • iOS: Fixed video becoming unplayable after resuming an app when video's audio output mode is set to API Only. (1330901)

  • macOS: Fixed arm64 architecture errors when archiving the generated macOS project in Xcode by limiting the valid build architectures to x86_64 only. (1339180)

  • Package: Fixed property drawing of Unity.Mathematics vector types when manually drawing a property that was hidden with [HideInInspector]. (1298368)

  • Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations.

  • Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. (1371056)

  • Player: Fixed a player error and a memory leak when player window is hidden. (1361670)

  • Prefabs: Fixed an Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. (1255454)

  • Profiler: Fixed Profiler thread drop-down getting locked when it is left on a transient thread. (1369890)

  • Profiler: Fixed Profiler.GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. (1364643)

  • Scripting: Fixed the exceptions thrown from custom attributes' .ctor. (1321144)

  • Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. (1369645)

  • Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. (1357383)

  • Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. (1334240)

  • Terrain: Fixed a clearing issue and now Neighbors set with Terrain.SetNeighbors are properly kept. (1337420)

  • Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. (1313186)

  • Universal Windows Platform: Fixed generated Visual Studio project when building to Universal Windows Platform with Visual Studio 2022. (1378086)

  • Version Control: Fixed an issue that typing capital O in checkin comment would open the selected item.

  • Version Control: Fixed an issue with Plastic SCM installation and it no longer signs out the user from the plugin.

  • Version Control: Fixed an issue with the Plastic SCM menu and it is no longer missing from Project view context menu.

  • Version Control: Fixed inverted text for the force checkout option. (1340340)

  • Version Control: Fixed the loading indicator and now it is properly centered on Plastic SCM installation window.

  • Version Control: Fixed the missing Plastic SCM window option when user is not signed in on Unity Hub.

  • Version Control: Removed a meta file warning message for the deleted Beta folder.

  • Version Control: Removed an extra refresh button on Gluon's Incoming Changes tab.

  • Video: Fixed an importing unsupported video frame size crashing the Editor. (1340340)

  • WebGL: Fixed a crash on Oculus Browser when the EXT_multisampled_render_to_texture extension is enabled. (1370782)

  • WebGL: Fixed an issue where keyboard up events would be missed if WebGLInput.captureAllKeyboardInput was set to false while a key was being held down. (1195047)

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.23f1

Released:

LTS Release 2020.3.23f1

Released:

Known Issues in 2020.3.23f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary (1372558)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • CodeEditors: Attaching an icon to a MonoBehaviour script disappears when Selecting the Game Object (1379500)

  • GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Linux Editor crashes at "__assert_fail_base.cold" when opening a project (1375312)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Scene Management: An error is thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components (1362574)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Shuriken: [Particles] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System (1379541)

  • Templates: Editor crashes when exiting and keeping a tutorial project (1338299)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • WebGL: Creating a mesh in Play Mode causes a "abnormal mesh bounds" error when build target is WebGL (1364263)

  • Window Management: Broken layout stops panels located in the top left corner of the Editor from rendering in the Karting Microgame project (1367783)

  • XR SDK: Severe flickering in Unity 2020.3.21f1 with OpenXR on HL2 (1376203)

2020.3.23f1 Release Notes

Features

  • Version Control: Added visual overview bar to the incoming changes tab.
    Added progress dialog for the migration process.
    Added Branches tab that shows a list of all branches in the repository.
    Added option and dialog to create a child branch from selected branch.
    Added option to switch to another branch.
    Added option and dialog to rename a branch.
    Added option to delete a branch.
    Added a preference to save if the window should open the Branches tab by default.
    Added metrics for Plastic SCM installation window usage.

Improvements

  • AI: Improved NavMeshAgent creation failure log to help select the source object. (1274983)

  • Asset Import: Improved Configure button enabling and now it is enabled immediately when switching Animation type to Humanoid. (1197249)

  • Package: Updated com.unity.cinemachine to 2.6.11. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/changelog/CHANGELOG.html

  • Package: Updated com.unity.recorder to 2.5.7. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.recorder@2.5/changelog/CHANGELOG.html

  • Package: Updated Oculus XR Plugin package to 1.11.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11/changelog/CHANGELOG.html.

  • Profiler: Updated Profile Analyzer package version to 1.1.1, which includes two bug fixes. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@latest/index.html?subfolder=/changelog/CHANGELOG.html.

  • XR: Added SRP batcher support for late latching.

API Changes

  • Shaders: Added: A way to query preprocessed shader data for a given variant. (1364378)

Changes

  • Version Control: Updated status bar notification icons.

  • Version Control: Updated texts for workspace modes selection and checkin comment box.

  • XR: Updated com.unity.xr.management to 4.1.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/changelog/CHANGELOG.html

Fixes

  • Android: Disabled cut/copy/paste popup that was appearing on the hidden Android inputfield. (1317688)

  • Android: Fixed a crash when using Application.Quit with Optimized Frame Pacing. (1341467)

  • Android: Fixed ComputeGrabScreenPos and ComputeScreenPos so that they take Vulkan swapchain pre-rotation into account now. (1340975)

  • Android: Fixed GLSL compile errors when using a particle system with instancing. (1255008)

  • Android: Fixed screen safe area values at startup. (1327752)

  • Animation: Fixed a potential crash when generating asset previews if destructive methods are called in user callbacks. (1343886)

  • Animation: Fixed incorrect behaviours when having negative parameterized time in a motion state. (1332880)

  • Asset Bundles: Fixed AssetBundle.Unload now it waits for all asset bundle async operations to complete to avoid a potential crash. (1150164)

  • Asset Pipeline: Fixed an issue when renaming an asset in the Project Browser can cause the selection highlight to disappear. (1351301)

  • Asset Pipeline: Fixed an issue with artifact dependency now that it is correctly applied. (1318602)

  • Asset Pipeline: Fixed the reset of default values of asset objects and they are now correctly reset before being reloaded if the fields are removed. (1337405)

  • Code Editor: Fixed duplicated Roslyn Analyzer entries when regenerating project files with Visual Studio. (1368809)

  • DX12: Fixed crashes and flickering when using mesh particles. (1357667)

  • Editor: Fixed access token refresh so that the user no longer needs to close and reopen the editor after the token expires. (1376042)

  • Editor: Fixed an issue that breaks the console when selecting a console message. (1369098)

  • GI: Fixed crash when closing editor while generating lighting. (1354238)

  • GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. (1331427)

  • Graphics: Fixed a player error and a memory leak when player window is hidden. (1361670)

  • Graphics: Fixed a rare crash in shadow rendering. (1350950)

  • Graphics: Fixed a rendering issue so that Game and Scene View no longer renders artifacts on Apple M1. (1368374)

  • Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. (1330613)

  • Graphics: Fixed Game View in playmode and it uses VSync now when enabled. (1371550)

  • Graphics: Fixed high memory usage when running Unity in batch mode and importing a high number of assets. (1337474)

  • Graphics: Fixed read/write access on NativeArray and now it is correct after an AsyncGPUReadback request is fulfilled. (1295472)

  • Graphics: Removed redundant ApplyShader calls while the VFX system is sleeping. (1346028)

  • Mono: Fixed a rare hang that occurs when opening the editor during asset import. (1341730)

  • Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations. (1377475)

  • Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. (1371056)

  • Particles: Fixed an issue that causes particle face-culling when rendering into Cubemaps. (1340494)

  • Particles: Fixed an issue that metal calling computes buffer function from an incorrect thread.

  • Particles: Fixed the Shower puddle particle effects in Shinai project so that it works properly now. (1354906)

  • Physics: Improved stability of Rigidbody2D XY constraints when X or Y constraint are used independent of each other. (1373134)

  • Prefabs: Fixed an issue where Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject. (1299744)

  • Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. (1357383)

  • Shaders: Fixed the "Compile and show code" button so now writing files with size of over 2GB no longer fails. (1357761)

  • Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. (1334240)

  • Terrain: Fixed a clearing issue and now Neighbors set with Terrain.SetNeighbors are properly kept. (1241302)

  • UI: Fixed an issue with runtime only Unity Events and now they are initialize properly upon entering playmode with the FastEnterPlay mode enabled. (1206410)

  • Universal Windows Platform: Fixed build time scaling non-linearly based on the number of build output files. (1374725)

  • Version Control: Added the missing Plastic SCM menu from the Project view context menu.

  • Version Control: Added the missing Plastic SCM window option when the user is not signed in on Unity Hub.

  • Version Control: Fixed inverted text for the force checkout option.

  • Version Control: Fixed the checking comment so that typing capital letter O no longer opens the selected item.

  • Version Control: Fixed the loading indicator so now it is centered on the Plastic SCM installation window.

  • Version Control: Fixed the Plastic SCM installation so now it no longer signs out the user.

  • Version Control: Removed the extra refresh button on Gluon's Incoming Changes tab.

  • Version Control: Removed the meta file warning message for the deleted Beta folder.

  • XR: Fixed an issue where all cameras stop rendering when VR headset is off.

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.22f1

Released:

LTS Release 2020.3.22f1

Released:

Known Issues in 2020.3.22f1

  • Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary (1372558)

  • Android: Errors are thrown and the app is not launched when Building And Running App Bundle on Android 4.x (1355198)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Asset Bundles: GameObject::GetComponentIndex crash when entering Play mode after unloading AssetBundle during LoadResourceAsync (1150164)

  • GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).

  • Global Illumination: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Editor crashes when right clicking in Scene view while using Ubuntu 16.04 (1373428)

  • Linux: Linux Editor crashes at "__assert_fail_base.cold" when opening a project (1375312)

  • Metal: Game and Scene View renders artifacts when using the Editor on M1 (1368374)

  • Mono: NullReferenceException causes freeze when thrown in the Player (1364311)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

  • Templates: Editor crashes when exiting and keeping a tutorial project (1338299)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • uGUI: Poor performance when loading or unloading a large Scene (1375646)

  • Window Management: Broken layout stops panels located in the top left corner of the Editor from rendering in the Karting Microgame project (1367783)

  • XR SDK: Severe flickering in Unity 2020.3.21f1 with OpenXR on HL2 (1376203)

2020.3.22f1 Release Notes

Improvements

  • Graphics: Update SRP Packages and templates to 10.7.0

  • Package: Update the Addressables package to version 1.18.19. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html

  • Package Manager: Improved performance of accessing HiddenPackagesCount in PackageManagerUtilityInternal. (1358820)

  • Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".

API Changes

  • XR: Added: Support for late latched previous view matrix for URP motion vectors

Fixes

  • 2D: Fixed artifacts on images issue when flatten.

  • 2D: Fixed errors in the Sprite Skin section of documentation. (1366617)

  • 2D: Fixed exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.

  • Android: Fixed an issue related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS. (1364582)

  • Android: Fixed an issue where android:exported atribute was not set to true for Uniy library activity when target API level is 31 or higher. (1356676)

  • Android: Fixed an issue where Display.systemWidth, Display.systemHeight and Screen.resolutions[] is not updated when folding/unfolding a Galaxy Fold device. (1345508)

  • Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C# Process class, where if you redirect streams and dispose process, the pipes would remain opened. This will be investigated separately (1303618)

  • Animation: Fixed an issue where an animation curve editor swapped unintentionally when editing curves in two different inspectors. (1308938)

  • Asset Bundles: Fixed a crash when reloading an AssetBundle after recompiling scripts in playmode. (1333402)

  • Editor: Custom editors that live in a Unity package will now be used only is a user defined custom editor is not found. (1300193)

  • Editor: Fixed a search engine initialization issue if preferences were pointing to an invalid search engine. (1360676)

  • Editor: Fixed an issue launching a Linux standalone player whose folder was in $PATH. (1339398)

  • Editor: Fixed an issue where Inspector AnimationCurve field tried to show both the context menu and the curve editor at the same time when right-clicked . (1312594)

  • Editor: Fixed an issue where the SerializedProperty.tooltip would not contain the Tooltip attribute values when available. (1359356)

  • Editor: Fixed an issue where the windows editor got into a "script assemblies are locked" state after a modal dialog from a C# script was invoked. (1367358)

  • Editor: Fixed an issue with Multiple "Failed to insert item" warnings being logged when the amount of inserted items exceeds 1000. (1343433)

  • GI: Fixed a crash when generating lighting which calls print function with incorrect parameters. (1368383)

  • GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. (1263524)

  • Graphics: Fixed a missing object issue when highly static batched scene + SRP Batcher. (1294742)

  • Graphics: Fixed an issue in SRPs where models appeared white in the preview window. (1297670)

  • Graphics: Fixed an issue were TextureIDs could leak upon recreating RenderTextures with explicit stencil views. (1365351)

  • Graphics: Fixed an issue where changing from fullscreen to windowed mode caused a black screen on Linux when using OpenGL. (1314460)

  • Graphics: Fixed inconsistent behavior of Async Readbacks in the scene view. (1369329)

  • Graphics: Fixed incorrect texture settings for externally created textures. (1358700)

  • IL2CPP: Fixed an issue where the profile.json file output was being copied out by IL2CPP into the final application package for iOS. (1357923)

  • IL2CPP: Fixed incorrect metadata section size checks. (1370667)

  • Input System: Fixed incorrect Windows input event timestamps

  • iOS: Fixed an issue that Stopped the dark mode native mobile input's background from going transparent when it was empty. (1367091)

  • Particles: Fixed a crash when trying to access fields in an uninitialized external forces module. (1354044)

  • Physics: Fixed an issue where the Articulation Drive did not affect the joint in Articulation Body when the collider volume was very small. (1330968)

  • Profiler: Fixed Profiler thread drop-down getting locked when it is left on a transient thread (1369890)

  • Profiler: Fixed timeline view's display of surrounding context frames when the recorded frame count exceeds the amount specified in Preferences/Analysis/Profiler/Frame Count. (1367470)

  • Scripting: Fixed errors appearing in console when using UI Toolkit package and opening Profiler (Standalone Process). (1346850)

  • Scripting: Fixed the exceptions thrown from custom attributes' .ctor. (1321144)

  • Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. (1313186)

  • UI: Fixed an invalid memory access issue. (1346442)

  • Video: Fixed an importing unsupported video frame size crash in the Editor. (1340340)

  • WebGL: Fixed an issue where keyboard up events would be missed if WebGLInput.captureAllKeyboardInput was set to false while a key was being held down. (1195047)

  • XR: Fixed an issue where depth/stencil discards were not working on Quest GLES. (1350657)

  • XR: Fixed single-pass stereo state after shadow map rendering issue. (1335518)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2019.4.32f1

Released:

LTS Release 2019.4.32f1

Released:

Known Issues in 2019.4.32f1

  • Android: Errors are thrown and the app is not launched when Building And Running App Bundle on Android 4.x (1355198)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Asset Bundles: GameObject::GetComponentIndex crash when entering Play mode after unloading AssetBundle during LoadResourceAsync (1150164)

  • Global Illumination: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scene Management: [macOS] Editor crashes when making changes to Prefab script components, which were previously Missing (Mono Script) (1255454)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

  • uGUI: Poor performance when loading or unloading a large Scene (1375646)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

  • WebGL: [iOS] Video is not playing (1288692)

2019.4.32f1 Release Notes

Features

  • Version Control: Added light and dark mode versions of avatar icon.

  • Version Control: Added notification status icons.

  • Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.

Improvements

  • Input System: Optimized input processing performance.

  • Mono: Avoid padding classes/structs with an explicit size.

  • Package: Update Windows MR XR SDK package to version 2.9.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@2.9/changelog/CHANGELOG.html

  • Package: Updated Addressables package version to 1.18.16. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html

  • Package: Updated Purchasing package version to 4.0.3. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html

  • Package: Updated ScriptableBuildPipeline package to version 1.19.2. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/changelog/CHANGELOG.html

  • Package: Updated XR Management package to version 4.1.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/changelog/CHANGELOG.html

  • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.

Changes

  • Version Control: Improved usage analytics around Editor and Plugin version.

  • Version Control: Workspace Migration Adjustments.

Fixes

  • Android: Fixed an issue related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS. (1364582)

  • Android: Fixed an issue where a too large of no compress settings list would break apk build procedure. (1272592)

  • Android: Fixed an issue where Android on-screen keyboard dismiss behavior did not match iOS. (1274669)

  • Android: Fixed an issue where Resource.Load did not work when running universal.apk created from AAB which was built with Split Application Binary option enabled. In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)

  • Animation: Fixed animation curve editor swapping unintentionally when editing curves in two different inspectors. (1308938)

  • Asset Import: Fixed a crash (due to running out of VRAM) when many textures using DX11 were imported. (1324536)

  • Asset Pipeline: Fixed a crash that would occured when ImportAsset was called with "Assets\" path. Also fixed an issue where any folder path ending with path separator did not get imported. (1354411)

  • Asset Pipeline: Fixed an issue where the main object name in an asset did not update correctly when the asset was moved or copied. (1210886, 1227555)

  • Asset Pipeline: Fixed the progress bar being full during the import of assets issue. (1337397)

  • Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

  • Audio: Fixed an issue where audio source filters reset on unrelated parameter changes such as audio source volume or pitch and did not respond to component reordering. (1361636)

  • Audio: Fixed an issue where exposing multiple send levels in the audio mixer did not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)

  • Audio: Fixed an issue where the inspector window did not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. (1276039)

  • Editor: Fixed an issue where LTS builds of the editor did not have their own entry in Add/Remove programs on Windows. (1267038)

  • Editor: Fixed launching a Linux standalone player whose folder is in $PATH (1339398)

  • GI: Fixed a reflection probes weight on flat objects issue. (1233991)

  • GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend. (1248311)

  • Graphics: Fixed a crash when closing BuildSettings and other windows when using Editor with Vulkan. (1362844)

  • Graphics: Fixed a high memory usage issue when running Unity in batch mode and importing a high number of assets. (1337474)

  • Graphics: Fixed a race condition deadlock when loading textures synchronously. (1353805)

  • Graphics: Fixed a RenderToCubemap offsets shadows issue when the material on the mesh had GPU Instancing enabled. This was fixed by adding support for STEREO_CUBEMAP_RENDER_ON for instanced rendering. (1086548)

  • Graphics: Fixed an issue were TextureIDs could leak upon recreating RenderTextures with explicit stencil views. (1365351)

  • Graphics: Fixed an issue where bilinear rescale on 32k wide or high images such that the image would flips around. (1340329)

  • Graphics: Fixed incorrect texture settings for externally created textures. (1358700)

  • IL2CPP: Fixed a crash during thread detach when many threads were calling reverse p/invoke wrappers at the same time. (1358863)

  • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

  • Linux: Fixed an issue where the linux toolchain package was installed while editor is playing. (1344023)

  • macOS: Fixed a Xbox wireless gamepad triggers and DPAD issue that was not working with the old Input. (1342338)

  • macOS: Fixed an inverted Y position of mouse cursor issue when using New Input's Warp mouse. (1311064)

  • macOS: Fixed an issue where the Cursor.lockState registers inputed movement as if the mouse was moved to the center first before following the actual mouse movement. (1283506)

  • Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. (1291175)

  • Particles: Fixed a smooth size update issue when during slow-mo scrubbing of the particle playback time. (1224857)

  • Particles: Fixed an issue where textures were not automatically marked as readable, if used by the Particle System Shape module. (1344356)

  • Particles: Fixed stuttering slow-motion preview issue when using Custom Data. (1365360)

  • Scene Manager: Fixed EditorSceneManager.sceneOpened event returns Scene object with some null properties issue. (1362627)

  • Scripting: Fixed a Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings issue. (1354586)

  • Serialization: Fixed an isssue to keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

  • Serialization: Fixed an issue where a reference from Prefab to a missing asset became invalid once asset is added back to project, without reimport. (1270634)

  • Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. (1329514)

  • UI Toolkit: Fixed a precision errors in gamma-linear conversions. (1317742)

  • UI Toolkit: Fixed clipping issue with VisualElements that used the GroupTransform hint. (1328740)

  • UI Toolkit: Fixed highlighter positioning and draw order issue. (1174816)

  • Universal Windows Platform: Fixed an issue where DevicePortal deployment to did not handle both .appx and .msix packages. (1269676)

  • Universal Windows Platform: Fixed an issue where symbol file packaging failed when using the 'MasterWithLTCG' build configuration. (1345403)

  • Version Control: Fixed a low resolution icons in light theme issue.

  • Version Control: Fixed an issue where the history window would be blank.

  • Version Control: Fixed an issue with a missing Enterprise login link.

  • Version Control: Renamed the CoreServices namespace so it doesn't conflict.

  • Windows: Fixed an issue where the player icon was missing from the title after if the game was first launched in fullscreen mode and then later changed to windowed mode. (1361016)

  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)

  • XR: Fixed a soft particles shaders for XR single-pass issue. (1332105)

  • XR: Fixed single-pass stereo state after shadow map rendering issue. (1335518)

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.21f1

Released:

LTS Release 2020.3.21f1

Released:

Known Issues in 2020.3.21f1

  • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

  • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode (1289744)

  • Profiling: Profiler's timeline view loses context frames when frames go out of Frame Count bounds (1367470)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

  • Templates: Crash when quickly duplicating prefab with Behaviour Brick attached and undoing duplicate in LEGO Microgame (1362660)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • uGUI: Poor performance when loading or unloading a large Scene (1360901)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

  • Window Management: Broken layout stops panels located in the top left corner of the Editor from rendering in the Karting Microgame project (1367783)

  • Windows: Editor crashes when exiting and keeping a tutorial project (1338299)

2020.3.21f1 Release Notes

Features

  • Version Control: Added light and dark mode versions of avatar icon.

  • Version Control: Added notification status icons.

  • Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.

Improvements

  • Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor. (1329157)

  • Mono: Avoid padding classes/structs with an explicit size.

  • Package: com.unity.purchasing updated to 4.0.3. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html

  • Package: Update Addressables to 1.18.16. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html.

  • Package: Update ScriptableBuildPipeline to 1.19.2. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/changelog/CHANGELOG.html.

  • Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".

Changes

  • Version Control: Improved usage analytics around Editor and Plugin version.

  • Version Control: Workspace Migration Adjustments.

Fixes

  • 2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profiling. (1364910)

  • 2D: Fixed an issue where colliders do not extend to the end of the sprite texture when Sprite Borders are enabled. (1348701)

  • 2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. (1351543)

  • 2D: Fixed an issue where Edge and Polygon colliders had missing edges on certain open-ended shapes. (1362440)

  • 2D: Fixed an issue where enabling Fill Tessellation and setting profile's fill offset to positive caused errors. (1363215)

  • 2D: Fixed an issue where IK Solvers would not be updated when previewing an animation clip. (1354389)

  • 2D: Fixed an issue where Sprite outline in the Skinning Editor was not rendered based on Sprite's geometry. (1335586)

  • 2D: Fixed render texture size error in the Skinning Editor. (1357552)

  • 2D: Improved the steps on how to install the optional performance boost, in the documentation.

  • Android: Fixed an issue where AMD drivers on Chrome OS have a faulty EGL_KHR_gl_colorspace implementation, sRGB will be disabled in that case. (1359181)

  • Android: Fixed an issue where Resource.Load woult not works when running universal.apk created from AAB which were built with Split Application Binary option enabled. Note: In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)

  • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

  • Animation: Fixed an issue where an assert was triggered upon rebuilding an animation legacy component (1330001)

  • Asset Import: Fixed Reset not working for the 'Bake Axis conversion' setting in ModelImporter. (1228920)

  • Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. (1353925)

  • Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened (1353678)

  • Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)

  • Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering. (1361636)

  • Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. (1352803)

  • Documentation: Fixed incorrect measurement units for ArticulationDrive.forceLimit. (1369825)

  • Editor: Fixed a crash while picking a color. (1355078)

  • Editor: Fixed a disappearing ReorderableList elements isseu when reordering. (1353883)

  • Editor: Fixed a null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). (1295445)

  • Editor: Fixed an issue where Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when using two Inspector windows. (1330120)

  • Editor: Fixed an issue where Reorderable list null item were not displayed correctly. (1339759)

  • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730, 1360931)

  • Editor: If Adb is not able to make the file editable, we make it writable using OS function (1353760)

  • Editor: There is now a prompt to save changes if the layout is changed. (1318376)

  • GI: Fixed a crash occurring while sculpting terrain and baking. (1266511)

  • GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend (1248311)

  • GI: Fixed crash on baking GI, moving reflection probe, baking only reflection probe. (1310112)

  • Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan. (1300203)

  • Graphics: Fix sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan (1362844)

  • Graphics: Fixed a crash when loading really large (think more than 2GB size) meshes. (1319594)

  • Graphics: Fixed a RenderToCubemap offsets shadows isseu when the material on the mesh has GPU Instancing was enabled by adding support for STEREO_CUBEMAP_RENDER_ON for instanced .rendering. (1086548)

  • Graphics: Fixed an issue where frames were being unnecessarily dropped before presenting on Metal OSX when using CVDisplayLink; this is now fixed. (1363963)

  • Graphics: Fixed an unwrap crash when automatic margin calculation results in very small margin. (1330830)

  • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

  • Graphics: Fixed the Mac Standalone Player memory leak that came with the change to presenting with CVDisplayLink. (1365570)

  • IL2CPP: Fix conversion issues on methods with ref readonly return values. (1367462)

  • IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. (1336012)

  • IL2CPP: Fixed conversion error that can occur with generic types that have a static constructor. (1362583)

  • IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors. (1362768)

  • IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. (1361799)

  • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations. (1287862)

  • macOS: Fixed an inverted Y position of mouse cursor issue wgeb using New Input's Warp mouse. (1311064)

  • macOS: Fixed Xbox wireless gamepad triggers and DPAD not working in Old Input. (1342338)

  • Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time. (1224857)

  • Particles: Fixed an issue where there was stuttering slow-motion preview when Custom Data was used. (1365360)

  • Particles: Fixed Texture Alpha clipping in the Shape module. (1349714)

  • Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly (1252436)

  • Profiler: Fixed Profiler.GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. (1364643)

  • Scripting: Fixed an issue related to player builds failing sometimes or not including the correct precompiled DLLs when those have define constraints.

  • Scripting: Fixed Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings. (1354586)

  • Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. (1350561)

  • Scripting: Fixed player build errors due to ApiUpdater eagerly trying to connect to VCS.

  • Serialization: Arrays that contain SerializeReferences are now resized properly with null references.

  • Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. (1357823)

  • Services: For some time the validation endpoint has been disabled, and the editor still incorrectly shows that the user must wait for this validation to succeed. leading to a lot of confusion from our users. this change simply removes this panel to avoid further confusion (1210052)

  • uGUI: Missing shader property warnings will no longer be produced when running in batchmode. (1350059)

  • Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages (1269676)

  • Universal Windows Platform: Fixed symbol file packaging failing when using the 'MasterWithLTCG' build configuration. (1345403)

  • Version Control: Renamed the CoreServices namespace so it doesn't conflict.
    Fixed some situations where the history window would be blank.
    Fixed missing Enterprise login link.
    Fixed low resolution icons in light theme

  • WebGL: Added more detailed information when a page load fails due to misconfiguration in server hosting settings. Note that Firefox does not currently support Brotli compression for local development (https://bugzilla.mozilla.org/show_bug.cgi?id=1670675) (1283658)

  • WebGL: Fixed a crash on Oculus Browser when the EXT_multisampled_render_to_texture extension is enabled. (1370782)

  • WebGL: Fixed a mouse wheel scrolling issue with the new input system on WebGL. (1264545)

  • Windows: Fixed an issue where Physics simulations and FixedUpdate ran while the splashscreen was being displayed on Windows Standlaone and Universal Windows Platform. (1362362)

  • Windows: Fixed player icon being missing from the title after, if the game was first launched in fullscreen mode and then later changed to windowed mode. (1361016)

  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)

  • XR: Fixed soft particles shaders for XR single-pass. (1332105)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.20f1

Released:

LTS Release 2020.3.20f1

Released:

Install this version with Unity Hub.

Additional downloads

Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.

Component Installers Windows

Unity Editor (64-bit)

Android Target Support

AppleTV Target Support

iOS Target Support

Linux (IL2CPP) Target Support

Linux Mono Target Support

Lumin Target Support

macOS Mono Target Support

Windows Store (.Net) Target Support

WebGL Target Support

Windows (IL2CPP) Target Support

Documentation

Component Installers macOS

Unity Editor (Intel)

Android Target Support

AppleTV Target Support

iOS Target Support

Linux (IL2CPP) Target Support

Linux Mono Target Support

Lumin Target Support

macOS (IL2CPP) Target Support

WebGL Target Support

Windows (Mono) Target Support

Documentation

Additional Resources

Unity Android Remote

Unity Remote Source

Unity Cache Server

Builtin Shaders

Unity iOS Remote

Translated PDFs

日本語__2020.3.20_Release Notes (.PDF)

Known Issues in 2020.3.20f1

  • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

  • Asset Importers: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

  • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • IL2CPP: [Android] [IL2CPP] Old build artifacts are used when ARMv7 and ARM64 build follows a ARM64 only build from different git branch (1347245)

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • MacOS: Port count never stops increasing in Standalone build on Mac Standalone (1365570)

  • Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode (1289744)

  • Mono: Crash on mono_thread_get_undeniable_exception (1308625)

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Templates: Crash when quickly duplicating prefab with Behaviour Brick attached and undoing duplicate in LEGO Microgame (1362660)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • uGUI: Poor performance when loading or unloading a large Scene (1360901)

  • Windows: Editor crashes when exiting and keeping a tutorial project (1338299)

  • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)

2020.3.20f1 Release Notes

Features

  • Version Control: Added horizontal scroll bar to Changesets list for easier viewing.
    Added auto-login for SSO credentials handler.
    Added metrics for changeset tab usage.
    Added metrics for checkin actions.
    Added new Undo icon.
    Added missing API documentation.
    Added ability to modify assets without checkout.
    Added ability to allow empty checkin messages.
    Added empty checking message localization.
    Added Plastic toolbar button to Unity editor.
    Added notification icon for incoming changes to Plastic toolbar button.

Improvements

  • 2D: Cache internal reflection to speed up Sprite editing data access.

  • Editor: Now shaders will have SHADER_API_(DESKTOP|MOBILE) define set according to the target build platform

  • Graphics: Improved error logging for the CopyTexture function.

Changes

  • Package: Updated Version Control package to 1.11.2. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.11/changelog/CHANGELOG.html

  • Package: Updated Windows MR XR SDK package to 4.6.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@4.6/changelog/CHANGELOG.html

Fixes

  • 2D: Fixed an issue where the Sprite Editor Window was not disabled when readonly assets were selected. (1364044)

  • Android: Allow Android on-screen keyboard dismiss behavior match iOS (1274669)

  • Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material was present and we shut down. (1338910)

  • Asset Pipeline: Fixed an asset matching inconsistency issue with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. (1353343)

  • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)

  • Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets. (1227555)

  • Asset Pipeline: Fixed for a crash that would occur if ImportAsset was called with "Assets\" path. Also fixed an issue where any folder path ending with path separator did not get imported. (1354411)

  • Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

  • Audio: Fixed an issue where the inspector window did not immediately show the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. (1276039)

  • Editor: Ensure RootEditor API behaves as expected and allows to totally highjack the inspector. (1346788)

  • Editor: Fixed an issue where Command+Backspace did not delete elements from reorderable arrays. (1329602)

  • Editor: Fixed an issue where tooltips were not displayed for the reorderable lists. (1345236)

  • Editor: Fixed an issue where UI options which were missing in Hierarchy window after exiting safemode. (1358716)

  • Editor: On Windows, LTS builds of the editor will now each have their own entry in Add/Remove programs (1267038)

  • GI: Fixed a albedo renderer detects shaders are still loading issue. (1277657)

  • Graphics: Fixed a crash when uploading large number of texture assets in DX12. (1324699)

  • Graphics: Fixed a race condition deadlock when loading textures synchronously. (1353805)

  • Graphics: Updated the embedded (external) TinyExr library to v1.0. (1345230)

  • IL2CPP: Correct the behavior of Marshal.Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field. (1346805)

  • IL2CPP: Fixed an issue that could lead to builds not re-building when input files are passed using --compiler-flags= or --linker-flags= command line switches. This also affected certain use cases such as changing resolution settings in PS4/PS5 builds, which are now fixed and will properly rebuild when these settings are changed. (1343625)

  • IL2CPP: Fixed detectable boxing during constrained call on structs. (1254522)

  • IL2CPP: Prevent an IndexOutOfRangeException from occurring for file access to relative paths on PlayStation platforms. (1317819)

  • IL2CPP: Prevent an intermittent crash from happening during thread detach when many threads are calling reverse p/invoke wrappers at the same time. (1358863)

  • IMGUI: Fixed an issue when using a Non-ReorderableList, pressing the Delete key on one of the element deletes it from the array. (1335322)

  • Input System: Fixed an issue where input events were being lost on Android and optimized input processing performance. (1337296)

  • iOS: Fixed an issue where UaaL did not displays properly if embedded in app with SceneDelegate support. (1266702)

  • Linux: Fixed an issue where linux toolchain package was installed while editor was playing. (1344023)

  • macOS: Fixed build failing when a .bundle plugin is encountered that does not have an Info.plist file. (1360646)

  • macOS: Fixed build failing when a .bundle plugin is encountered that does not have the executable name specified in its Info.plist file. (1330017)

  • macOS: Fixed Cursor.lockState registers input movement as if the mouse is moved to the center first before following the actual mouse movement. (1283506)

  • macOS: Fixed key display names for non-letter keys and letter keys when using non-English keyboard layouts in the new input system. (1356230)

  • Particles: Automatically mark textures as readable, if used by the Particle System Shape module. (1344356)

  • Serialization: Keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

  • Serialization: Reference from Prefab to missing asset becomes valid once asset is added back to project, without reimport. (1270634)

  • Shaders: UsePass with local keywords will now always use correct keywords. (1329514)

  • UI Toolkit: Fixed a highlighter positioning and draw order issue. (1174816)

  • UI Toolkit: Fixed a scissor clipping on hidden elements issue. (1340827)

  • UI Toolkit: Fixed an issue whene elements hover and focused states were not properly reset when attaching to a new hierarchy. (1287198)

  • UI Toolkit: Fixed the Styles section of the UI Toolkit Samples window. (1340119)

  • Version Control: Fixed a small textbox on checkin dialog when launched from context menu.

  • Version Control: Fixed a workspace NullReferenceException issue.

  • Version Control: Fixed an issue when context menu would sometimes disappear.

  • Version Control: Fixed an issue where auto login errors were not showing up for users.

  • Version Control: Fixed an issue where the notification icon did not show on Plastic window.

  • Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project.

  • Version Control: Fixed unexpected error message after user switched workspace to a label.

  • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.

  • WebGL: Fixed an issue where TAB keys were being ignored by UI input fields. (1281765)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2019.4.31f1

Released:

LTS Release 2019.4.31f1

Released:

Known Issues in 2019.4.31f1

  • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

  • Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode (1354002)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Graphics - General: RenderTextures break after switching window focus (1179935)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

  • uGUI: Poor performance when loading or unloading a large Scene (1360901)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

  • WebGL: [iOS] Video is not playing (1288692)

2019.4.31f1 Release Notes

Features

  • Android: Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices. These changes also include input-related and windowing improvements for Chrome OS.

  • Package: Updated ProBuilder 4.5.2. See the package change list for full list.

  • Version Control: Added ability to allow empty checkin messages.

  • Version Control: Added ability to modify assets without checkout.

  • Version Control: Added auto-login for SSO credentials handler.

  • Version Control: Added empty checking message localization.

  • Version Control: Added horizontal scroll bar to Changesets list for easier viewing.

  • Version Control: Added metrics for changeset tab usage.

  • Version Control: Added metrics for checkin actions.

  • Version Control: Added missing API documentation.

  • Version Control: Added new Undo icon.

  • Version Control: Added notification icon for incoming changes to Plastic toolbar button.

  • Version Control: Added Plastic toolbar button to Unity editor.

Improvements

  • Android: Add property PlayerSettings.Android.optimizedFramePacing API (1329232)

  • Asset Import: Improved loading performances of import settings for models with a lot of animation clips. (1338096)

  • Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. (1352803)

  • Editor: Added support for duplicate component names to UnityEvent selection popup. (1309997)

  • Graphics: Reduced main thread hitching caused by Shader loading.

  • iOS: Reduce memory usage for small uploads in UnityWebRequest. (1355235)

  • Shaders: Enabling "Optimize mesh data" in player settings no longer makes the build process significantly slower. (1349093)

API Changes

  • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

Changes

  • Android: Updated Android Logcat package to 1.2.3.

  • Code Editor: Updated com.unity.ide.vscode to 1.2.4.

  • Editor: Updated com.unity.cinemachine to 2.6.10.

  • Services: Updated analytics package. Constantly repopulating a list of strings was causing the inspector panel for the analytics tracker to spam autosave in some cases (1150985)

  • Version Control: Changed "Launch Plastic" to "Launch Plastic SCM" in options menu.

  • Version Control: Changed Launch branch explorer into an icon with tooltip.

  • Version Control: Improved refresh icon resolution.

  • Version Control: Moved changesets time period selector to the right corner of the window.

  • Version Control: Moved incoming change prompt and button into a status bar.

  • Version Control: Moved number of selected items next to "Item" metadata title on the Pending Changes tab.

  • Version Control: Moved refresh button to the toolbar at the top right corner of the window.

  • Version Control: Moved search bar to the top right global icon section in all tabs.

  • Version Control: Reduced default number of columns in changesets tab.

  • Version Control: Removed "Changes of changeset" header on the Changesets tab.

  • Version Control: Removed the hide changes button in changesets tab.

  • Version Control: Removed the unneeded refresh button from History Tab.

  • Version Control: Status bar visible across all tabs.

  • Version Control: The number of changesets is no longer displayed in changesets tab.

  • Version Control: Updated capitalization of options in the Settings context menu.

  • Version Control: Updated file status icons.

  • Version Control: Updated tab button styling to be consistent with Unity Editor conventions.

  • Version Control: Wording change for plastic installation.

Fixes

  • 2D: Fixed a potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)

  • 2D: Fixed a vertices winding order for square polygonal Sprite generation issue. (1289069)

  • 2D: Fixed an issue where all open Scenes would get dirty when editing a SpriteShape Spline. (1346430)

  • 2D: Fixed an issue where Sprite outline in the Skinning Editor was not rendered based on Sprite's geometry. (1335586)

  • 2D: Fixed an issue which prevented the bone order to be rearranged in the Bone Influence tool.

  • AI: Fixed issue where the NavMesh was generated over a mesh marked as "Not Walkable". (1109195)

  • Android: Fixed cameras with depth only clear flickering or not rendering on Adreno devices issue. (1314872)

  • Asset Import: Fixed an issue where textures could not be extracted when the FBX file is located in a writeable package. (1329339)

  • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

  • Editor: Fixed an issue that was spamming the Unity hub with infinite organization info requests from the Editor. (1358817)

  • Editor: Fixed an issue where the inspector did not displaying state and transition properties once duplicated. (1251586)

  • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730, 1360931)

  • Editor: Fixed an issue with nested enumerator execution order.

  • GI: Fixed an issue when the Editor crashed on EnlightenSceneMapping::GetTerrainChunkUVST when loading a scene with a corrupt Lighting Data Asset. (1325758)

  • GI: Fixed an issue where the LightProbes.needsRetetrahedralization did not get invoked in IL2CPP builds. (1338514)

  • Graphics: Fixed a crash during import in very large projects. (1339246)

  • Graphics: Fixed an issue where Player: SRPBatcher was not increasing CBuffer size when material shader was changed. (1353368)

  • Graphics: Fixed for Validation error when running game in HDR.

  • IL2CPP: Avoid possible memory corruption when a generic field is of a type which has an explicit layout, and the generic type has another type with explicit layout as a field. (1337921)

  • IL2CPP: Corrected the behavior of Marshal.Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field. (1346805)

  • Input System: Fixed an issue where the Y coordinate was being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)

  • iOS: Fixed an issue where analytics temporary data was stored in a user accessible folder. (1211659)

  • iOS: Fixed an issue where Bluetooth keyboards did not handle input outside of text entry again. (1355543)

  • iOS: Fixed an issue where presentation controller dismissal resulting in black screen when allowed orientations were changed while showing it. (1304313)

  • iOS: Fixed an issue where there was missing iPad Air 3rd gen and iPad Mini 5th gen enums. (1354041)

  • iOS: Fixed an issue where UaaL was notdisplayed properly if embedded in app with SceneDelegate support. (1266702)

  • Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. (1346205)

  • Mono: Fixed a crash in mono_thread_get_undeniable_exception. (1308625)

  • Particles: Fixed occasional corrupt particle colors when using a Skinned Mesh Renderer in the Shape Module. (1332410)

  • Prefabs: Fixed a crash when apply GameObjects or Components to Prefab while the Asset Pipeline was paused. (1324978)

  • Profiler: Fixed an issue where there was no error message when trying to load old profiler data format and direct users to load the data in unity 2018.4. (1341972)

  • Scene/Game View: Fixed Hierarchy not allowing drag and drop references to be placed between root objects marked as not editable. (1337512)

  • Scripting: Fixed a crash in UnityLinker while processing the assembly override version of UnityEngine.UIElementsModule.dll. (1328995)

  • Scripting: Fixed an issue where "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) was not waiting for playmode to be fully disabled before compiling scripts. (1326820)

  • Scripting: Fixed performance regression when activating/deactivating panels in a canvas. (1348763)

  • Universal Windows Platform: Fixed a race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. (1345877)

  • Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field (1360514)

  • Version Control: Fixed a workspace NullReferenceException issue.

  • Version Control: Fixed an issue when context menu would sometimes disappear.

  • Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project.

  • Version Control: Fixed auto login errors not showing up for users.

  • Version Control: Fixed notification icon not showing on Plastic window.

  • Version Control: Fixed small textbox on checkin dialog when launched from context menu.

  • Version Control: Fixed unexpected error message after user switched workspace to a label

  • WebGL: Fixed an error with prevViewport upon full screen resize.

  • WebGL: Fixed Keyboard.current and Mouse.current to be immediately available in MonoBehaviour.Start() functions, instead of returning null. (1239007)

  • XR: Fixed an issue with camera depth normals pass in XR. (1284715)

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.19f1

Released:

LTS Release 2020.3.19f1

Released:

Known Issues in 2020.3.19f1

  • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

  • Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset (1353925)

  • Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode (1354002)

  • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

  • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • IL2CPP: [Android] [IL2CPP] Old build artifacts are used when ARMv7 and ARM64 build follows a ARM64 only build from different git branch (1347245)

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • MacOS: Port count never stops increasing in Standalone build on Mac Standalone (1365570)

  • Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode (1289744)

  • Mono: Crash on mono_thread_get_undeniable_exception (1308625)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

  • Scene Management: Poor performance when loading or unloading a large Scene (1360901)

  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Templates: Crash when quickly duplicating prefab with Behaviour Brick attached and undoing duplicate in LEGO Microgame (1362660)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • Windows: Editor crashes when exiting and keeping a tutorial project (1338299)

  • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)

2020.3.19f1 Release Notes

Improvements

  • GI: Reduced ringing when using Open Image denoiser.

  • Graphics: Reduced main thread hitching caused by Shader loading

  • Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html

Changes

  • Package Manager: Change error and warning box to look like the info box.

Fixes

  • 2D: Fixed a potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)

  • 2D: [Android][SpriteAtlas] Fixed an issue where TotalSpriteSurfaceArea did not get reserialized when switching build platforms. (1273235)

  • Asset Bundles: Fixed Asset Bundle determinism. (1346263)

  • Asset Import: Fixed an issue where textures could not be extracted when the FBX file was located in a writeable package. (1329339)

  • Asset Pipeline: Fixed an issue where Calling ProduceArtifact rapidly produced multiple artifacts anymore (1286878)

  • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

  • Editor: Added support for duplicate component names to UnityEvent selection popup. (1309997)

  • Editor: Fixed an ArgumentOutOfRange exception that was being thrown when attempting to multi-select AudioMixer groups. (1339103)

  • Editor: Fixed an issue of not being able to delete array elements via keyboard 'Delete' key. (1260899)

  • Editor: Fixed an issue where keyboard shortcuts were not selecting expanded children of selected root objects when using arrow keys. (1341265)

  • Editor: Fixed issues when deselecting with the shift key held down. (1340690)

  • Game Core: Fixed an issue where player settings VSyncCount was not being read on startup.

  • GI: Fixed an issue with reflection probes weight on flat objects. (1233991)

  • GI: Restore min bounces values to the value entered by the user once max bounces is increased. (1320615)

  • Graphics: Fixed bilinear rescale on 32k wide or high images such that the image no longer flips around. (1340329)

  • Graphics: Fixed performance spikes in OSX while using an external monitor. Metal editor on OSX now uses CVDisplayLink to time frame presents. (1327408)

  • Graphics: Fixed shader code generation when using Texture2D/Texture2DArray Load with offset. (1357095)

  • iOS: Fixed an issue where Bluetooth keyboards did not handle input outside of text entry. (1355543)

  • iOS: Fixed an issue where Mute Other Audio Sources was not muting background audio on a device when toggled on when Unity audio was enabled. (1335093)

  • iOS: Fixed an issue where presentation controller dismissal was resulting in black screen when allowed orientations were changed while showing it. (1304313)

  • iOS: Fixed video freezing or app crashing when resuming the app from suspension or unlocking the device. (1297877)

  • Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. (1346205)

  • Prefabs: Fixed a crash when apply GameObjects or Components to Prefab while the Asset Pipeline was paused. (1324978)

  • Prefabs: Fixed an issue where unpacked prefabs added under a prefab instance were removed when undoing any change made to outermost root. (1339775)

  • Profiler: Add error message when trying to load old profiler data format and direct users to load the data in unity 2018.4 (1341972)

  • Profiler: Fixed an issue with System.Thread threads tracked and visualization in the Timeline view of Profiler Window. (1339407)

  • Profiler: Fixed CPU Usage Profiler Chart not showing Vsync as the category when we are waiting in WaitForTargetFPS->TimeUpdate.WaitForLastPresentationAndUpdateTime for PS4, PS5, D3D11 and D3D12. (1335370)

  • Scene/Game View: Fixed an issue where Hierarchy did not allow dragging and dropping references to be placed between root objects marked as not editable. (1337512)

  • Scripting: Fixed a performance regression when activating/deactivating panels in a canvas. (1348763)

  • Scripting: Fixed a player crash because data was not generated for in the build.
    The generation failed because of path having single quote, and we did not handle that well. (1327870)

  • Scripting: Fixed file parameter with spaces not showing up properly in some cases where there is a compilation error (1318667)

  • Serialization: Fixed an issue where creating a new Project threw an Error "Broken text PPtr in file(Library/Unused/939d4274b8584ac49a1519c8e43d0673)". (1354358)

  • Shaders: Fixed an issue where Enabling "Optimize mesh data" in player settings will no longer makes the build process significantly slower. (1349093)

  • Shaders: Fixed an issue where the Editor was nearly unusable when compiling heavy compute shaders in the background. (1348455)

  • Shaders: Fixed an issue where the UI sliders only allowed end values for ranges with the left value being greater than the right value. (1351151)

  • Universal Windows Platform: Fixed an issue where Alt + Enter did not entering/leaving fullscreen mode. (1304865)

  • Universal Windows Platform: Fixed race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. (1345877)

  • Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field (1360514)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

LTS Release 2020.3.18f1

Released:

LTS Release 2020.3.18f1

Released:

Known Issues in 2020.3.18f1

  • --: NullReferenceException is thrown when typing in the Hierarchy window search bar (1360676)

  • Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset (1353925)

  • Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode (1354002)

  • Audio: Crash on AudioMixer_CUSTOM_FindSnapshot when passing null as an argument to FindSnapshot() (1341752)

  • Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)

  • Global Illumination: [Enlighten] Fatal Error when closing the Editor while Generating Lighting (1354238)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window (1358134)

  • Linux: Menu bar "Assets" submenu items are disabled after visualizing an asset's context menu in Project view (1346205)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

  • Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode (1289744)

  • Mono: Crash on mono_thread_get_undeniable_exception (1308625)

  • Mono: [Mono Upgrade] CommandBuffer native plugin events hang in the Editor (1308216)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)

  • Profiling: Poor profiler performance when navigating the timeline view and reviewing data with many threads (1339407)

  • Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker (1355078)

  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)

  • Scene Management: Poor performance when loading or unloading a large Scene (1360901)

  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Scripting: Performance degradation when activating or deactivating uGUI GameObject (1348763)

  • Scripting: Unity does not execute code weavers when the project is opened for the first time (1350116)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

  • XR: [Linux] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" (1362435)

2020.3.18f1 Release Notes

Features

  • Version Control: Added auto sign in when logged into Unity account

Improvements

  • Android: Add property PlayerSettings.Android.optimizedFramePacing API (1329232)

  • Burst: Platform updates

  • Scripting: Ammend CompilationPipeline.compilationFinished to include that it's currently not possible to build a player from a callback. (1338334)

  • Version Control: Added Checkin and Update confirmation notification

  • Version Control: Improved load time performance

  • XR: XR: Reducing rendering latency in URP with Late Latching

API Changes

  • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

Changes

  • Editor: Updated com.unity.cinemachine to 2.6.10

  • Version Control: Simplified UI: decluttered UI

  • XR: Updated OpenXR Package to 1.2.8

Fixes

  • Android: Fix cameras with depth only clear flickering or not rendering on Adreno devices. (1314872)

  • Android: Fixed a bug where a looping, streaming video could cause a Unity app to drop frames or freeze, if network latency was really high. (1341573)

  • Android: Fixed issue, where you would have stale touches present after touching the screen with multiple fingers. Previously Unity was incorrectly handling MotionEvent ACTION_CANCEL event, and was only canceling one touch, where in reality all touches must be canceled. (1335140)

  • Android: Fixed selection highlight appearing above keyboard when "Hide Mobile Input" enabled (1313620)

  • Animation: Fixed Animator.GetNextAnimatorClipInfo() methods not returning the expected result at the end of a transition. (1317097)

  • Asset Import: Improved loading performances of import settings for models with a lot of animation clips. (1338096)

  • Asset Pipeline: Improved UI performance when generating many asset previews. (1340118)

  • Editor: Excluded Keyword Enums from caching in the material inspector to ensure changes from shader files propagate correctly. (1176077)

  • Editor: Fixed an issue where the tooltips for the labels are placed at a fix position. they now appear at the mouse cursor. (1332686)

  • Editor: Fixed spamming of Unity hub with infinite organisation info requests from Editor. (1358817)

  • Editor: Fixed UI not running any tests if run select on nested namespaces (DSTR-256).

  • Editor: Nested enumerator execution order fix (DSTR-227).

  • GI: Fixed Editor crashing on EnlightenSceneMapping::GetTerrainChunkUVST when loading scene with corrupt Lighting Data Asset. (1325758)

  • GI: Fixed LightProbes.needsRetetrahedralization not getting invoked in IL2CPP builds. (1338514)

  • Graphics: Fixed a crash with accessing individual pixels on crunch compressed texture. This should now throw an error instead. (1314831)

  • Graphics: Fixed corruption that can occur in font characters texture on some iOS 14 devices when using RequestCharactersInTexture. (1290509)

  • Graphics: Fixed FrameTimingManager produced incorrect frame time on Vulkan and DirectX12 (1274505)

  • Graphics: Fixed renderingLayerMask issue with terrain tree rendering. (1324480)

  • Graphics: Fixed sprite atlas generation for some ASTC block sizes (1327146)

  • Graphics: Fixed SRPBatcher not increasing CBuffer size when material shader is changed. (1353368)

  • GraphView: Fixed GraphView group to allow drag and drop of nodes when edges are selected. (1348542)

  • Input: Fixed so that pen and touch work in gameview. (1285873)

  • Input System: Fixed Y coordinate being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)

  • iOS: Analytics temporary data no longer stored in a user accessible folder (1211659)

  • iOS: Fixed 'end Encoding' crash when force closing iOS application. (1329593)

  • iOS: Fixed query of Display native resolution. (1342424)

  • iOS: Reduced memory usage for small uploads in UnityWebRequest. (1355235)

  • Linux: Fixed an Editor crash when a HDRP Project was open with "(Unknown)" entries in the stacktrace when Playmode was entered. (1267460)

  • Linux: Fixed crash when showing tooltips for ProBuilder buttons. (1335846)

  • N/A (internal): Fixed scene-with-scrollbar-horizontal-delete-doesnt-dirty-on-save test instability by calling Focus(). (1356609)

  • Particles: Fixed occasional corrupt particle colors when using a Skinned Mesh Renderer in the Shape Module (1332410)

  • Particles: Fixed pivot setting for Horizontal and Vertical billboard render modes. (1291175)

  • Physics: Fixed Articulation Bodies not being visualised in the Physics Debugger. (1343929)

  • Physics: Fixed Physics Debugger not reacting to filtering settings as expected. (1319356)

  • Prefabs: Ensure Prefab can't be instantiated with a Prefab asset as parent. (1276785)

  • Scripting: Fixed double-clicking in some cases not opening the correct line. (1300479)

  • Scripting: No longer print newlines for Debug.Log* variants when StackTrace set to 'None'. (1332622)

  • Services: Analytics no longer auto-activates on new project link.

  • Services: Updated analytics package. Constantly repopulating a list of strings was causing the inspector panel for the analytics tracker to spam autosave in some cases. (1150985)

  • uGUI: Fixed a bug with selectable (i.e. Button) where it's not shown as selected when it's re-enabled until selection is cleared manually.. (1342519)

  • UI Toolkit: Fixed corruption of the stencil buffer caused by misplaced geometry used to pop masks. (1332741)

  • UI Toolkit: Fixed precision errors in gamma-linear conversions. (1317742)

  • UI Toolkit: Involve clipping with VisualElements that use the GroupTransform hint. (1328740)

  • Universal Windows Platform: Fixed C++ source code plugins failing to get copied to output build folder with executable only build type when the plugin is in a package that's referenced in the project. (1353677)

  • Version Control: Fixed contextual menu not showing up in project view.

  • Version Control: Fixed some namespace collisions with Antlr3.

  • Version Control: Fixed SSO renew token after password change.

  • Version Control: Fixed view not switching to workspace after creating an Enterprise Gluon workspace.

  • Video: VideoPlayback leaked if destroyed while seeking. (1308317)

  • WebGL: Added workaround for Safari IndexedDB bug. (1342163)

  • WebGL: Fixed error with prevViewport upon full screen resize

  • WebGL: Fixed Keyboard.current and Mouse.current to be immediately available in MonoBehaviour.Start() functions, instead of returning null. (1239007)

  • WebGL: Fixed occasional large values with Input.GetAxis (1208971)

  • Windows: Fixed the new input system reporting incorrect keyboard key display names when using certain non-english keyboard layouts. (1337684)

  • XR: Fixed camera depth normals pass in XR. (1284715)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

News from Unity QA

We’re not just toolsmiths, but wordsmiths too! Read all the Unity QA blogposts past and present.

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