Unity 2020.3.2

Released:
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.
New to Unity? Get started

Known Issues in 2020.3.2f1

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

  • Scripting: Increased Script Assembly reload time (1323490)

  • MacOS: Resigning Unity built macOS app results in "code signature data out of place" out of place error (1324168)

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

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

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

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

  • Addressable Assets: Performance bug reported by the DOTS team in PreloadManager::WaitForAllOperationToComplete (1322086)

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

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

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

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

  • Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations (1265275)

  • Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)

  • Mobile: FixedUpdate gets called multiple times before the first Update when Build is run on a Device (1318647)

  • XR: OpenXR + URP + UWP rendering stuck (1323833)

  • MacOS: [macOS] "build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)

  • Shuriken: Crash on ParticleSystem_ShapeModule_CUSTOM_set_sprite_Injected when changing the shape.sprite of a null ParticleSystem (1319658)

  • Linux: Linux Editor throws "X Server took longer than x miliseconds to respond to SetGtkWindowSizeAndPosition" error after opening (1309607)

  • Android: App installed using APK from app bundle option in Android Studio fails to run (1314472)

  • Shader System: Editor crashes on UpgradeOldShaderSyntax when shaders are being upgraded during importing process (1299790)

  • Mono: Built player takes multiple seconds to shut down (1295072)

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

  • Asset Importers: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1313968)

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

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

2020.3.2f1 Release Notes

System Requirements Changes

Improvements

  • Editor: Added profiler markers around test setup, teardown, and execution.

  • Editor: Improved Editor rendering performance. (1277222)

  • Editor: Improving UTF documentation (DSTR-120)

  • Editor: Reduce the per-test overhead of running tests in the editor.

  • Editor: Reduce time taken by filtering operations when only a subset of tests is run.

  • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

  • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

  • Package Manager: Increased the amount of information logged to upm.log at various levels.

  • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

  • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

  • Shaders: Reduced shader variant memory usage at runtime and memory consumption while loading shaders. (1296101)

Changes

  • Graphics: Update postprocessing package to 3.1.0

  • Graphics: Update SRP packages to 10.4.0

  • Package Manager: Any Unity packages with a pre-release identifier in their versions will be tagged as Preview.

Fixes

  • Animation: Fixed an issue when adding multiple StateMachineBehaviours to an object would not properly display in the Inspector Window. This may cause generated behaviours on Playables to also be displayed in the inspector in play mode (see case 1173312) (1278575)

  • Asset Bundles: Fixed an issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread. (1277297)

  • Asset Pipeline: Fixed an editor crash when downloading corrupted metadata. (1306061)

  • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

  • Editor: Gracefully exit editor in the case where shader compiler process cannot be launched due to external conditions. (1319336)

  • Graphics: Fixed a missing clamp in spawn count issuw when the system support reaping particles. (1122404)

  • Graphics: Fixed an issue where Frame Debugger did not works when using Camera.SetTargetBuffers. (1278884)

  • Graphics: Fixed wrong game view rendering issue when using very special projection matrices with SRP. (1268477)

  • IL2CPP: Avoid an incorrect InvalidCastException when a generic type using an enum generic parameter is cast. (1306288)

  • IL2CPP: Emit correct code for virtual methods with an in parameter of an array type. (1302459)

  • IL2CPP: Fixed a nullable value being corrupted after a call to GetType() in generic code. (1310458)

  • IL2CPP: Fixed an issue where Nullable incorrectly initiallized the value when the nullable object was created via the null coalescing operator from a null value. (1312533)

  • Linux: Fixed an issue where calling SetResolutionImmediate in HDRP would display blue. (1309848)

  • Linux: Fixed an issue where the Package Manager's prompt keeps reappearing to resolve packages. (1315014)

  • macOS: Fixed loss of input and occasional crashes when connecting and reconnecting controllers.Z. (1315229)

  • Mobile: Fixed an issue were errors are thrown on installing Adaptive Performance Package when Simulator window is open. (1296672)

  • Mobile: Fixed an issue when the settings view was narrowed "View license" text appeared on top of the toggle. (1303986)

  • Mobile: Fixed an issue where Min and Max values are not saved after it was typed and the labels were too long. (1304020)

  • Mobile: Fixed an issue where the provider icon and the info text was incorrectly shown.

  • Mobile: Fixed an issue where wcaler options Checkboxes were misaligned in the Simulator window. (1297030)

  • Package: Fixed an issue that causes searcher window to be offset too far when accounting for host window boundaries.

  • Package: Fixed an issue that causes searcher window to close when double-clicking a category. (1302267)

  • Package Manager: Fixed an issue that prevented users from adding packages from disk. (1321217)

  • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

  • Package Manager: Fixed an issue where files tracked by Git LFS were not retrieved when using a Git-based dependency with both a path and a revision. (1307682)

  • Package Manager: Fixed an issue where the packages-lock.json file was overwritten with the same contents but considered modified by Unity, sometimes resulting in unnecessary operations. (1299834)

  • Particles: Fixed a crash when using a Stop Action set to Disable. (1311212)

  • Physics: Clarified how certain HideFlags affected physics (1239147)

  • Physics: Fixed a crash when the maximum allowed ArticulationBody components (64) was reached in a single hierarchy. (1284372)

  • Physics: Fixed an issue where the physics debug window was lost forever after entering the playmode. (1230368)

  • Physics: Fixed crash when calling ArticulationBody.GetDenseJacobian method with a ArticulationJacobian that was initialized with the default constructor. (1275091)

  • Physics: Hide the joint editor tool gizmos when the joint was not active at all. (1275862)

  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)

  • Scripting: Fixed an issue with System.XML depending on writing/reading from the registry which caused macOS Notarization to fail. (1292941)

  • Serialization: Fixed crash when entering play mode or on domain reload with a MonoBehaviour larger than 2,147,483,647 bytes. (1313492)

  • Services: Fixed an issue where user could get stuck at "Please wait..." message. (1276184)

  • Shaders: Fixed incorrect array subscripts generated for OpenGL, OpenGL ES, Metal and Vulkan when using arrays or structs in global scope. (1318555)

  • Shaders: Fixed reflection reporting for structs in the global scope for OpenGL and OpenGL ES. (1318610)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for OpenGL, OpenGL ES and Metal. (1318619)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for Vulkan. (1318559)

  • Shaders: HLSLcc version bumps trigger compute shader recompilation again. (1307185)

  • UI: Fixed an issue with checking for CanBindTo with null sprite. (1310284)

  • UI: Fixed an issue with disabled fonts getting added to tracking list and never removed. (1315573)

  • Universal Windows Platform: Fixed an issue where IME composition text was not displayed correctly within the focused InputField. (1298881)

  • Universal Windows Platform: Fixed an issue where the TouchScreenKeyboard incorrectly selecting text when using left/right arrows were used. (1312317)

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

Changeset:
8fd9074bf66c

Third Party Notices

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

Wir verwenden Cookies, damit wir Ihnen die beste Erfahrung auf unserer Website bieten können. In unseren Cookie-Richtlinien erhalten Sie weitere Informationen.

Verstanden