Unity 2020.3.10

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Known Issues in 2020.3.10f1

  • 2D: [Skinning Editor] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file (1322204)

  • AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)

  • Animation: [Performance Regression] AnimationWindowState:get_allCurves takes approximately 5000ms to load animation in the Animation window (1320250)

  • Asset Import Pipeline: Editor crashes when executing Undo action after Audio Source component is added to Prefab (1335691)

  • Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)

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

  • Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)

  • HD RP: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes (1329083)

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

  • IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu (1313636)

  • 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] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

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

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

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

  • Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)

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

  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)

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

  • Scripting: Increased Script Assembly reload time (1323490)

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

  • Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)

  • Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds (1317966)

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

2020.3.10f1 Release Notes


  • Asset Import: Improved overall performance of FBX files import.

  • Asset Import: Improved performance of ASCII FBX files import.

  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.

  • Graphics: Static batching and Mesh.CombineMeshes can handle more vertex formats now, for example Float16 normals or UVs. It also no longer clamps vertex colors to UNorm8 format - if input meshes have higher precision vertex colors, then combined mesh will have high precision colors too. (1274815)

  • macOS: Updated xcode project template to use "modern" build system. (1326316)


  • Editor: Updated Collaborate package to allow users to migrate to Plastic.

  • Package: Updated the com.unity.purchasing package to version 3.1.0.

  • Package Manager: Changed "Import again" button text to "Reimport".

  • XR: Updated the Oculus XR Plugin package to version 1.9.1.


  • 2D: Fixed an initial rendering animated tiles issue when a CompleteObjectUndo was registered for a Tilemap while in Play mode.

  • 2D: Fixed an issue where wrong Sprites were being shown for Animated Tiles when TilemapRenderer was in Individual mode and user set new Tiles on the Tilemap. (1329054)

  • Animation: Fixed an issue when setting the time of a playable manually would not fire events. (1324763)

  • Asset Import: Fixed a performance regression the occured with animation import. (1265275)

  • Asset Import: Fixed an infinite asset import loop during InitializeOnLoad when the Editor script used CreateAsset and importParameters which changed during import. (1323499)

  • Asset Import: Fixed an issue where a reference to an animation was lost when ModelImporter.clipAnimations was set from Script for the first time after importing a model. (1246450)

  • Asset Import: Fixed an issue where Import did not correctly update Avatar settings when switching from "Copy From Avatar". (1213138)

  • Build Pipeline: Fixed an issue where generating a build that includes a script which used serializable nested type deriving from type nesting it, could lead to a build at runtime. (1310970)

  • DX12: Fixed an issue where there was a change in color brightness when going from windowed to fullscreen when using linear color space. (1297218)

  • Editor: Added System.IO.Compression to reference assemblies when targeting .NET 4.7.1 (editor only contexts). (1275859)

  • Editor: Fixed an issue in Material Editor where large thumbnails were not showing up correctly for material texture properties when the texture type was Texture2DArray or Texture3D. (1288995)

  • Editor: Fixed an issue where both KeyDown and KeyUp events were invoked upon first click in the Game View when it was maximized through context menu. (1325742)

  • Graphics: Fixed an issue where encoding an R8-image to JPG or TGA would result in a cyan-tinted image; The result is now gray, as is the case for R16-images and for encoding to PNG. (1259972)

  • Graphics: Fixed an issue where scratch buffer were reused on Metal which caused a glitch during particle simulation. (1259523)

  • Package Manager: Fixed an issue where closing the sample reimport dialog would execute the reimport action anyway. (1335115)

  • Package Manager: Fixed an issue where reimporting a sample would delete parent folders. (1334082)

  • Particles: Fixed an issue where there was a 2 decimal point restriction in the Duration property. (1319730)

  • Physics: Fixed an issue where inertia tensor was not updating when a collider was removed. (937998)

  • Profiler: Fixed a race condition in the Shadow Casters stat observed which causef inconsistent collection of the stat. (1265648)

  • Scene/Game View: Fixed an issue where SceneView.rotation value was incorrectly affecting camera rotation in 2D mode. (1314928)

  • Scripting: Fixed a crash that was caused by passing a generic type into FindObjectsOfType. (1312890)

  • Serialization: Fixed a crash on JSONUtility read when a class had both a field named "references" and [SerializedReference] fields. (1198073)

  • Terrain: Fixed an issue where terrain textures were turning black in Editor with MicroSplat asset store plugin. (1323870)

  • UI Toolkit: Fixed an issue where ListView item selection through PointerMoveEvent was not getting the PointerDown in certain cases. (1275295)

  • UI Toolkit: Fixed an issue where the PropertyField would not use a custom label(if provided) when drawing a property with an IMGUI PropertyDrawer. (1329405)

  • Universal Windows Platform: Fixed an issue where word suggestion was not appearing in the Windows On Screen Keyboard when editing an InputField or TextMeshPro control. (1332468)

  • XR: Added a warning indicatimh when a camera projection sets to Orthographic when XR is running and fixed error spamming. (1305592)

System Requirements

For development

OS: Windows 7 SP1+, 8, 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 16.04+
    • 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


Third Party Notices

For more information please see our Open Source Software Licenses FAQ on the Unity Support Portal

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