Additional downloadsSelect 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.
Known Issues in 2020.3.32f1
Animation: Animation state properties not visible when the state has an outgoing transition (1412466)
Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)
DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" (1395710)
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).
IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler (1400410)
Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)
MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)
Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)
Progressive Lightmapper: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)
Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)
2020.3.32f1 Release Notes
- Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)
- Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)
AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)
Android: Fixed a crash with Vulkan when putting app into background during startup. (1399459)
Asset Bundles: Fixed regression where skinned mesh were no longer being compressed. (1391542)
Asset Pipeline: Fixed an issue that assets are not checked out in Version Control when the NavMesh changes after baking. (1321912)
Core: Fixed an issue that the message "Connection is no longer valid.Calling auto disconnect" appears when closing Player. (1336988)
Editor: Fixed an issue where keyUp events are never received in the macOS editor under playmode. (1380143)
GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)
GI: Fixed a crash when adding another scene to the Hierarchy window. (1394168)
Graphics: Fixed a hang on repeated calls to GraphicsBuffer.CopyCount. (1353308)
Graphics: Fixed an "async texture load" error that MicroSplat terrain texture cannot be loaded. (1351248)
Graphics: Fixed splash screen getting rendered at slightly darker color when drawing it from script and the project uses linear color space. (1369235)
Graphics: Fixed sRGB graphicsFormat selection for rendertextures, now allowing selection of sRGB format. (1295276)
IL2CPP: Fixed a il2cpp.exe crashing on machines that used more than 64 threads. (1389102)
IL2CPP: Fixed an error that marshaling of delegates with by reference types is now supported when the return type is blittable. (1399978)
IL2CPP: Fixed an error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)
iOS: Fixed an issue that .meta files are no longer included in build for plugins of .plugin type. (1184957)
iOS: Fixed CoreText warning spam on iOS15. (1397966)
iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515, 1378593)
macOS: Fixed a rare crash in GameView pointing to BufferMetal::IsBusy. (1405248)
macOS: Fixed an issue that will now correctly appear in the title bar next to the graphics mode if running under Rosetta 2. (1329708)
Package Manager: Fixed an error message that license error with a descriptive error message will be displayed. (1396272)
Particles: Fixed a flickering when using Mesh GPU Instancing. (1390346)
Prefabs: Fixed an issue that memory gets allocated for GC each frame when using PrefabStageUtility.GetPrefabStage(). (1343935)
Serialization: Fixed crash when entering into playmode and user would change domain during OnBeforeSerialize. (1316002)
UI: Fixed an issue which causes duplicated UI draw calls to show up in the Framedebugger. (1342417)
UI: Fixed build error when _MainTex is not present in ui shader. (1394042)
VFX Graph: Fixed an unexpected behavior while using Simulate on a paused effect. (1355385)
Windows: Fixed player window position being offset from the left side of the screen when running in windowed mode at a resolution that doesn't fully fit inside the display. (1378303)
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:
- 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