Unity 2020.3.12

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Known Issues in 2020.3.12f1

  • 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: Infinity loop on importing Assets, when building appx package via MRTK build window (1339823)

  • 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)

  • Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button (1334283)

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

  • Linux: Editor crashes at 'GfxFramebufferGLES::SetBackBufferColorDepthSurface' or freezes when creating a new shortcut profile (1334874)

  • 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 Graphics: [iOS] Player crashing when connecting external Display via USB-C port (1321153)

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

  • Packman: Package Manager/My Assets: 401 Response code trying to download a paid asset store package (1335976)

  • 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)

  • Profiling: Poor profiler performance when navigating the timeline view and reviewing data with many threads (1339407)

  • 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)

  • Scripting: [Android][Mono][IL2CPP] "Unable to find libc" error thrown when executing certain SslStream constructor (1022228)

  • 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)

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

2020.3.12f1 Release Notes


  • IL2CPP: Correctly provide the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning.

  • Particles: Add support for copy/paste of entire modules via the module header context menu. (1314490)

  • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package

  • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

  • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

  • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package

  • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets

API Changes

  • Services: Changed: On some platforms the Analytics modules are completely stripped out. Any user code that references anything from Analytics will not compile on these platforms. The documentation was updated to inform users of the need to #ifdef this code out for this situation. (1333730)


  • Android: Update Android Logcat package version to 1.2.2. See the package change log for full details. https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.2/changelog/CHANGELOG.html

  • Graphics: Update Postprocessing v2 package to 3.1.1 version. See the package change log for full details. https://docs.unity3d.com/Packages/com.unity.postprocessing@3.1/changelog/CHANGELOG.html

  • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html

  • Package: Updated com.unity.cinemachine to 2.6.5 version. See the pacakge change log for full details. https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/changelog/CHANGELOG.html


  • 2D: Fixed an issue where changing the texture spritemode when there were unsaved changes in Sprite Editor causes error. (1290045)

  • 2D: Fixed an issue where Sprite Editor Window was not resetting correctly after applying in certain occasions. (1322204)

  • 2D: Fixed an issue where Sprite Editor Window would not update when selection change was done when it was not in focus. (1327065)

  • 2D: Fixed an issue where the Sprite Editor Window showed Editor Window's 'Save Changes' dialog before if it was closed if there were pending changes that needed to be apply. (1274232)

  • 2D: Fixed an issue where the Sprite Editor Window showed up blank when Unity was relaunched in certain occasions. (1330622)

  • AI: Fixed an issue with "sweeps" memory allocation during the process of calculating regions of NavMesh. (1332341)

  • AI: Fixed rare crash that happened when an OffMeshLink on the path of the NavMeshAgent gets disconnected due to modifications to the underlying NavMesh. (1298211)

  • Android: Fixed a crash during Application.Quit(). (1315010)

  • Asset Pipeline: Fixed an issue where deleting an asset in use in import worker caused an infinite refresh loop. (1263755)

  • Asset Pipeline: Fixed an issue where search paths were not sanitized before passed to FindAssets. (1334620)

  • Core: Fixed a Loading.PreloadManager crash. (1320358)

  • DX12: Fixed an issue where there was screen flickering when changing from a lower resolution to screen resolution. (1334646)

  • Editor: Fixed an issue when removing differences in fonts of Outer buttons and middle buttons in GUILayout.Toolbar. (1326270)

  • Editor: Fixed an issue where large thumbnail object fields would not scale their texture correctly. (1330963)

  • GI: Prevent CPU version of A-Trous lightmap denoiser from introducing triangle-aligned artefacts into the filtered output. (1255973)

  • Graphics: Fixed an issue where line and trails deformed when points were too close together. (1275386)

  • Graphics: Fixed an issue which could caused the GPU to crash when a Skinned Mesh Renderer was assigned a mesh, which did not match the expected size/stride setup, and that Skinned Mesh Renderer was then used immediately before skinninghad a chance to happen.

  • IL2CPP: Fixed a crash due to race condition allocating memory in MetadataCache::GetGenericInst. (1323462)

  • IL2CPP: Fixed an improper C++ comments for type names ending in a forward slash and a space. (1328322)

  • IL2CPP: Fixed an incorrect behavior of MakeTypedReference for derived types. This allows some BinaryFormatter cases to work properly. (1269771)

  • IL2CPP: Fixed an incorrect behavior of Mathf.RoundToInt with Mathf.Infinity on ARM architectures. (1323419)

  • IL2CPP: Fixed an issue where embedded resources were not loaded on an assembly processed with ILRepack. (1323772)

  • IL2CPP: Fixed an issue where the return information about the local host when Dns.GetHostEntry was called with an empty string. (1326854)

  • IL2CPP: Fixed intermittent crash during script debugging while the debugger was handling exceptions. (1330441)

  • IL2CPP: Fixed issue with IL2CPP that could cause builds to fail when a high number of C++ files are generated. (1327846)

  • iOS: Fixed an issue when creating app extension target through PBXProject, not add the header section automatically. (1332249)

  • iOS: Fixed an occasional crash on shutdown in UnityMetalMemorylessDepth. (1333487)

  • Particles: Fixed a velocity vertex stream for mesh particle issue. (1328115)

  • Particles: Fixed an issue where the entire particle volume was not considered when using the Trigger module. (1325421)

  • Physics: Fixed an issue where a Linecast or Raycast against an EdgeCollider2D did not always returns a correct collision normal when an attached Rigidbody2D was rotated. (1334367)

  • Prefabs: Fixed an issue where InstantiatePrefab in the editor would not call OnTransformChildrenChanged. (1319453)

  • Prefabs: Fixed an issue where the access to Prefab Mode was not available for non-model immutable Prefabs via arrow buttons in the Hierarchy and for models, the Inspector's Open button was enabled. (1324356)

  • Scripting: Fixed a player crash when assembly name includes apostrophe. (1316133)

  • Scripting: Fixed a RuntimeInitializeOnLoadMethod attribute on methods within nested classes issue. (962800)

  • Scripting: Fixed an issue when setting a Timeout property on a HttpClient object would not correctly propagate the timeout value to any HttpWebRequest objects created by it for async messaging. (1313205)

  • Terrain: Fixed an issue where Instanced Terrain shadows were flickering when no Shadow Cascades and Close Fit Shadow Projection were used and camera was moving. (1257896)

  • uGUI: Fixed an issue where focus wouldnt be given back to main window on mouse click causing incorrect input event position. (1290074)

  • UI: Fixed clipping with VisualElements that use the GroupTransform hint, the nested masking, which was not supported in this version, forced the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen. (1328734)

  • UI Toolkit: Fixed an issue where there was a wrong stylesheet loading order for the Light theme which forced the Editor to use generic styles for some controls. (1317035)

  • UI Toolkit: Fixed clipping of the content of a mask element whose size is zero. (1320182)

  • Video: Fixed an issue where a failed video import was uploaded to and pulled from the Unity Accelerator. (1292668)

  • Video: Fixed VideoPlayer where frames would be skipped when looping for videos encoded with h.264 and non baseline profile on Windows. (1109411)

  • Video: Fixed VideoPlayer where incorrect frame numbers would be returned for videos encoded with h.264 and non baseline profile on Windows. (1044776)

  • WebGL: Fixed a keyboard input for GUI controls issue with the new input system. (1258876)

  • WebGL: Fixed an issue that WebGL page would not load if Data Caching (IndexedDB access) was enabled, and private browsing mode was active so that IndexedDB was not available. (1318980)

  • Windows: Fixed a DPI awareness mode issue which enables proper scaling of window chrome for Standalone Player. (1309804)

  • Windows: Fixed an issue where Display.SetParam were failing to change window position. (1322446)

  • Windows: Fixed an issue where GetMouseButton(int) was not properly reported when clicking in the Game View after clicking on another window or tab when the Player was running. (1326568)

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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