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LTS Release 2020.3.17f1

Released:

LTS Release 2020.3.17f1

Released:

Known Issues in 2020.3.17f1

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

  • 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: 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] Video player unable to play video from Asset bundles (1287770)

  • 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)

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

  • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

  • 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: Linux Editor using Vulkan crashes at " GfxDeviceVK::EnsureValidBackbuffer" when showing tooltips for ProBuilder buttons (1335846)

  • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

2020.3.17f1 Release Notes

Features

  • 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.

Improvements

  • Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.

  • Graphics: Improve Line/TrailRenderer quality when points are close together. (1322317)

  • Graphics: Reduced the Input delay in Vulkan standalone when VSync is enabled. (1282463)

  • Package: Update Addressables to 1.18.9 and SBP to 1.19.0

  • Particles: Optimize Mesh data stripping vertex channels that are used by particle systems when the mesh is included in assetbundles. (1313420)

API Changes

  • Asset Bundles: Added: Adding new API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle.

  • Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

  • XR: Added: Added IUnityGraphicsVulkanV2 plugin interface to add support for chaining vulkan initialization intercepts. (1349908)

Changes

  • Graphics: Update SRP Packages to 10.6.0

  • XR: The Oculus XR Plugin package has been updated to 1.10.0.

  • XR: Updated XR Legacy Input Helpers to 2.1.8.

Fixes

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

  • 2D: Fixed an issue where errors would be encountered when opening a .psb in the skinningEditor with mosaic disabled.

  • 2D: Fixed an issue where IKManager2D was not detecting classes inheriting from Solver2D. (1343260)

  • 2D: Fixed an issue where triangular spriteshapes with 0 offset collider did not generate a collision shape. (1343836)

  • Android: Fixed a crash when using TouchScreenKeyboard with placeholder text. (1347370)

  • Android: Fixed an issue with a long startup on Mali GPUs when frame timing stats was enabled. (1316285)

  • Android: Fixed an issue with the detection of big cores on Snapdragon 865 and Snapdragon 888 SoCs. (1349057)

  • Asset Pipeline: Fixed an issue where duplicating folders and assets did not invoke OnWillCreateAsset callbacks on the duplicated items. (949423)

  • Asset Pipeline: Fixed an issue where a secondary instance of Unity used for asset importing could appear to have hung when inspecting it in the Activity Monitor. (1331736)

  • Asset Pipeline: Fixed an issue where some meshes imported from FBX were missing the first UV channel. (1342131)

  • Asset Pipeline: Fixed an issue with OnPostProcessAllAsset listing unchanged assets as imported, when leaving safe mode. (1335729)

  • Editor: Fixed an issue to avoid asserts when opening gradient editor. (1344785)

  • Editor: Fixed an issue where saving a project from the "Learn" section of the Hub would crash the Windows Editor. (1338299)

  • Editor: Fixed an issue where the input package did not correctly calculates mouse deltas when the cursor was locked under Linux. (1248389)

  • Editor: Fixed an issue where the inspector preview of Gradient and AnimationCurve values of a serialized object were not getting refreshed when its values were changed from script. (1311461)

  • Editor: Fixed an issue where the Prefab override was reset when prefab was pasted as a child. (1339266)

  • Editor: [macOS | Linux] Fixed an issue where basic system information was not log when launching the Editor to the log file. (1325370)

  • GI: Fixed a crash when baking with Enlighten on a system with more than 64 threads. (1229259)

  • GI: Fixed a sampling issue on GPULM which caused hard indirect shadows with non ponctual light sources. (1310621)

  • Graphics: Fixed a crash that was caused by a memory error when using Vulkan. (1352796)

  • Graphics: Fixed MeshRenderer still rendering a mesh when the MeshFilter has been removed whilst editing the prefab in context. (1251154)

  • iOS: Fixed a crash when using external display connected with USB-C. (1321153)

  • macOS: Fixed a crash when attempting to use bluetooth from native plugin instead of crashing. Unity Editor now asks for bluetooth permission. Added "Bluetooth usage description" field to macOS player settings which is displayed in the player when asking for bluetoot (1321219)

  • macOS: Unity Editor now asks for photos/movies/music folder access permission when attempting to use open them via folder picker instead of crashing. (1280375)

  • macOS: Usage description fields for macOS in player settings are now visible on Windows and Linux editors. (1323741)

  • Particles: Fixed fog in all blend modes of the Standard Unlit shader. (1297332)

  • Particles: Optimize Mesh data stripping vertex channels that are used by particle systems when the mesh is included in assetbundles. (1313420)

  • Scripting: Fixed globalgamemanagers.assets to only contain scripts that will be part of the player builds (1335997)

  • Serialization: Fixed an issue where UnityEvent was not populating in the function drop down list properly when used with polymorphic serialization. (1314770)

  • Shaders: Fixed a shader compiler crash when asked to compile a variant for a platform that was not installed. (1348875)

  • Shaders: Fixed an issue where caching preprocessor was not reporting include dependencies in raw GLSL shaders. (1335707)

  • Shaders: Fixed an issue where Shader keywords were not sorted in the error and warning messages coming from the shader compiler. (1348741)

  • Shaders: Fixed an issue where the properties section could not be folded in the Shader Inspector. (1350236)

  • Shaders: Fixed instancing count constant generating an error when compiling shaders for Vulkan using Pass.CompileVariant API (1348871)

  • Shaders: Fixed Pass.CompileVariant not filtering keywords not relevant to the given pass (1349218)

  • Shaders: Fixed Pass.CompileVariant silently accepting impossible combinations of ShaderCompilerPlatform and BuildTarget (1348874)

  • Shaders: Fixed Pass.CompileVariant throwing errors when compiling subshaders coming from the fallback or passes coming from UsePass (1348862)

  • Shaders: Fixed ShaderData.Pass providing no way to check whether a particular shader stage is included (1348880)

  • UI Toolkit: Fixed an issue where the toolbar turned white when certain native plugins where loaded. (1335430)

  • Universal Windows Platform: Fixed a crash in master builds when a scene that uses lightmaps is unloaded. (1332318)

  • Video: Fixed an issue where the VideoPlayer was not working on some AMD switchable GPUs. (1237818)

  • Windows: Fixed an issue for mouse deltas always being 0 when running Windows in a VM. (1303445)

  • Windows: Fixed an issue where the stack tracing code was not working even when excessively long mono method signatures were in the callstack. (1342150)

  • Windows: Fixed IME composition text duplicating between InputFields due to bugs in 3rd party Chinese IMEs. (977600)

  • Windows: Fixed Input System failing to detect gamepad if it was connected during the splash screen logos. (1328742)

  • Windows: Fixed Input System failing to detect touchscreen device connected after startup (1305703)

  • Windows: Fixed SystemInfo.deviceUniqueIdentifier not actually being unique on some Windows 7 machines. (1339021)

  • XR: Fixed an issue where MTLCommandEncoder was not available at frame submission time for display providers when in XR mode. (1329853)

  • XR: Fixed a crash when using XR + URP + MSAA + Optimize buffer discards on Vulkan on Oculus Quest (1313268)

  • XR: Fixed an issue for late latching pre drawcall performance regression and world space UI and terrain was always drawn at origin. (1337356, 1337972, 1337973)

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 2020.3.16f1

Released:

LTS Release 2020.3.16f1

Released:

Known Issues in 2020.3.16f1

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

  • Asset Importers: [MacOS] Second Unity instance in Activity Monitor is "not responding” after importing. (1331736)

  • Audio: Crash on AudioMixer_CUSTOM_FindSnapshot when passing null as an argument to FindSnapshot() (1341752)

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

  • 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)

  • IMGUI: Editor's Toolbar is sometimes replaced by a white bar when opening any Scene (1341951)

  • Linux: Crash on DisableSubMenu when double clicking to close a context menu (1347655)

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

  • 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] Using TouchScreenKeyboard.Open with a non-empty placeholder multiple times causes the app to crash (1347370)

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

  • 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)

  • 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)

  • 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)

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

  • Scripting: Error CS8035 is thrown on opening a project when using rulesets (1349517)

  • 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)

  • uGUI: Performance degradation when activating or deactivating uGUI GameObject (1348763)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

  • Vulkan: Linux Editor using Vulkan crashes at " GfxDeviceVK::EnsureValidBackbuffer" when showing tooltips for ProBuilder buttons (1335846)

  • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

2020.3.16f1 Release Notes

Features

  • Package: ProBuilder 4.5.2

  • Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.

Improvements

  • Android: Bump Android Logcat package to 1.2.3

  • Graphics: Improvements to scene culling CPU performance - Shadow casters are rejected earlier if their shadow casting is disabled which should improve performance in scenes with scenes with lots of renderable objects that are set to not cast shadows. (1322874)

  • Graphics: VFX : Optimization while sending event to a VisualEffect by script

  • iOS: Improve logging in iOS automation: clarify existing log messages and add new ones.

  • Networking: UnityWebRequest on iOS no longer uses operation queue for uploads, upload data will request by a callback from system.

  • Prefabs: optimized Prefab->UnpackCompletely by up to 10x (1253178)

  • Package Manager: The Package Manager's global cache root folder, which is used to store downloaded packages, can now be configured using the UPM_CACHE_ROOT environment variable or the cacheRoot key in the user configuration file.

API Changes

  • Asset Pipeline: Added: Added AssetDatabase.SaveAssetIfDirty() to save individual assets if required.

  • Graphics: Added: A new API for compiling shaders from editor code and obtaining reflection info was added to ShaderData.Pass.

  • Physics: Added: Added a property for retrieving ArticulationBody components during a collision event. Articulation bodies can be retrieved by Collision.articulationBody

  • Physics: Added: Added a property for retrieving either ArticulationBody or Rigidbody components to collision events under Collision.body.

Changes

  • 2D: Tile.StartUp is called after Tilemap is loaded instead of on the first Update after Tilemap is loaded. (1327583)

  • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

  • Burst: Platform updates.

  • Core: Added disposal checks when enumerating NativeArray and NativeSlice instances, provided that collection checks are enabled

  • Graphics: Update SRP packages to 10.5.1

  • iOS: Use Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code

Fixes

  • 2D: Fixed dynamic batching for Sprite Renderers and Tilemap Renderers in Individual mode whose batching parameters should match in runtime platforms. (1348082)

  • 2D: Prevent instantiation of GameObjects from Tiles directly onto a prefab (1334466)

  • AI: Fixed crash caused by the NavMesh builder code in very rare and specific configurations of the world geometry. (1329346)

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

  • Android: Fix all microphones reporting same recording state when bluetooth microphone is connected. (1298249)

  • Android: Fix severe disk I/O regression on Android 5.0.x. (1287681)

  • Android: Fixed an unresponsive area just above keyboard when "Hide mobile input" was checked. (1305663)

  • Android: In case of fast swipes, Begin touch event will report starting touch position and End touch event will report deltaPosition and deltaTime since previous event. (1325554)

  • Animation: Removed invalid error message when passing < 0.02f values as normalizedTime parameter to the Animator.Play function (1311378)

  • Asset Bundles: Texture Importer Inspector no longer throws errors when built-in texture inspector is overwritten. (1317450)

  • Asset Import: Prevent data in the Assets\StreamingAssets folder from being cached by the Unity Accelerator. (1295717)

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

  • Asset Pipeline: Fixed a problem with old script type dependencies. In some cases they could result in (incorrect) artifact match. (1340159)

  • Asset Pipeline: Fixed an issue where searching in the object selector would for some searches only show icons even if previews could be shown. (1309396)

  • Audio: Fix incorrect behavior of audio filter components on game object with multiple attached audio sources. Previously the effects were only applied to the first source, now the effects are instantiated per source (1241932)

  • Audio: OnAudioFilterRead does not work as expected with respect to the component enable checkbox (1338710)

  • Audio: One of two looping sounds sometimes disappears when removing High Pass Filter Component (1323353)

  • Consoles: Fix ArgumentOutOfRange Exception when selecting a Console log with long strings. (1340915)

  • Editor: Fixed a crash in ReorderableList while ensuring a valid array SerializedProperty. (1320319)

  • Editor: Fixed an issue where NonReorderable attribute were being ignored on derived class variables. (1331091)

  • Editor: Fixed an issue where the Mac editor could crash while running tests under sudo (1331434)

  • Editor: Fixed Editor texture streaming breaking after doing a build. (1327396)

  • Editor: Fixed lists inside lists not rendering elements after interaction. (1332688)

  • Editor: Fixed not being able to expand ReorderableLists while in inspector debug mode. (1316226)

  • Editor: Fixed slow Editor startup times when ShaderCache/EditorEncounteredVariants has grown too large. Also preventing it from growing too much. (1330453)

  • Editor: Fixes context-click for reorderable lists in the mac editor. (1313317)

  • Editor: InspectorWindow repaint has regressed between 2017.4 and 2019.4 (1320675)

  • Editor: Only one click is necessary to interact with game objects in play mode when clicking between multiple game views. (1327556)

  • Editor: Since the picking zones were increased for touch (tablet + finger) it seems that tablet users have trouble using scrollbars because the splitter gets in the way.
    The behavior is reverted. (1240329)

  • GI: 'PPtr cast failed when dereferencing! Casting from ScriptMapper to Texture!' when baking a second Reflection Probe in the Scene (1317164)

  • GI: Add a Gizmo for the Disc Light. (1273193)

  • GI: Fixed Light Probe Proxy Volumes on Automatic mode not being updated, when baked probe coefficients are changed in the editor while in play mode. (1265289)

  • Graphics: AttachmentDescriptor.ConfigureResolveTarget() screen flip fix when resolving to backbuffer (1327936)

  • Graphics: D3D12 player will not crash/freeze when switching between full screen modes (1318640)

  • Graphics: Encoding RFloat and RHalf to PNG, JPG or TGA now encodes to a grayscale image. (1325643)

  • Graphics: Fix issue with GrayScaleRGBToAlpha for 16bpc textures (1327917)

  • Graphics: Fix occasional error message if getting trail positions from script. (1335899)

  • Graphics: Fixed FrameDebugger to pause the frame fully when debugging session is active. (1315256)

  • Graphics: Fixed inconsistency in anisotropic level setting across temporary RenderTextures (1319319)

  • Graphics: When dynamic scaling is enabled and a Render Target is attached to a Camera the ScreenTo and ToScreen functions no longer use the scaled viewport size, instead match the behaviour when a Render Target isn't attached as per the documentation. (1329240)

  • 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: Correct crash when calling DynamicInvoke on a delegate returned from Marshal.GetDelegateForFunctionPointer() (1335306)

  • IL2CPP: Correct managed stack traces on PS5. (1333937)

  • IL2CPP: Fixed issue that would cause IL2CPP builds to fail when the project or build path contains unicode characters. (1341647)

  • IL2CPP: Prevent a required System.Uri constructor from being stripped in Medium or High stripping modes. (1338763)

  • IL2CPP: Prevent an crash in the runtime when a managed thread object that has been destroyed is used from a finalizer. (1341024)

  • IL2CPP: Properly handle unaligned reads and writes which occur in the System.Runtime.CompilerServices.Unsafe.dll assembly (among others) on ARMv7. (1343375)

  • iOS: Fix password input cleared on first character when touch keyboard input is hidden (1251498)

  • iOS: Fixed crash when using several Application.RequestUserAuthorization in coroutine (1323715)

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

  • iOS: Stop swallowing input on native UITextField when using UaaL and Bluetooth keyboards. (1332925)

  • License: Fix Licensing Client signature check in the Editor

  • Linux: Backported fix for case 1318271. Fixed mouse reported mouse position being off the by size of the main menu bar in the y-axis (1318271)

  • Linux: Fixed issue where adding a new shortcut profile crashes the Editor. (1334874)

  • Networking: UnityWebRequest now supports gzip compression on Windows. (1343274)

  • Networking: UnityWebRequest: fix error in console when certificate handler is used. (1337750)

  • Package Manager: Fixed an issue where removing a project dependency using PackageManager.Client.Remove would throw an error when the project manifest has no dependencies property. (1324067)

  • Package Manager: Fixed issue where user can't view assets in Package Manager (error 400) (1330334)

  • Package Manager: Installing samples no longer throws a warning in the console. (1336144)

  • Package Manager: Removed function call traces from upm.log file. (1331947)

  • Particles: Fixed an occasional error message and invalid bounding box, when using the Collision Module in Planes mode. (1282268)

  • Physics: Clamp ArticulationBody mass when loading data from disk, so that it is within the valid range for the physics engine (1316719)

  • Physics: Corrected contact event behavior for the ArticulationBody component so that it matches Rigidbody component behavior. (1339908)

  • Physics: Fix a crash in "PhysicsScene2D::UpdateJoints()". (1342152)

  • Prefabs: Fixed cannot move/rotate/scale static objects in Prefab Mode when playing. (1343040)

  • Profiler: Fixed long running IJobs not showing up in the Profiler (1288665)

  • PS5: Fix a crash that can occur in ReadbackImage with a R8 texture format (1348451)

  • Scripting: Fix a rare crash in il2cpp.exe that could randomly happen under the right circumstances (1336887)

  • Scripting: Fix hang in UnityLinker that could happen processing a NullableAttribute (1339078)

  • Scripting: Fixed "GetResponseStream() errors when using CopyTo() method". (1337986)

  • Scripting: Fixed an AssemblyResolutionException from il2cpp about netstandard that could occur when an assembly contained SecurityPermission attributes. (1311865)

  • Scripting: Fixed an issue where [RuntimeInitializeOnLoad] was ignored when placed on nested and namespaced class. (962800)

  • Scripting: Fixed crash when closing the editor after a failed AssetBundle.LoadFromStreamAsync operation. (1331280)

  • Serialization: Fix UnityYAML parsing issue with a TextAsset containing JSON payload. (1334277)

  • Shaders: Fixed DIRECTIONAL being defined to nothing when no other light type is defined (1342654)

  • Shaders: Fixed line directives sometimes erroneously skipped in output by the caching preprocessor (1340531)

  • Shaders: Shaders are now reimported correctly when include directives are affected by shader keywords. (1333654)

  • Terrain: Fixed crash caused by setting TreeInstances on Terrain in between the time Terrains are culled and the time Trees are rendered (1317966)

  • UI: Backout a optimization of caching the change count where the layout is changed during a layout call. (1324089)

  • UI Toolkit: A panel remains responsive to user interactions even if it contains elements with huge dimensions. (1324728)

  • UI Toolkit: Fixed read only fields mouse dragger (1337002)

  • URP: Fixed a performance issue in Hololens when using renderer with custom render passes.

  • URP: Fixed ordering of subshaders in the Unlit Shader Graph, such that shader target 4.5 takes priority over 2.0.

  • WebGL: Fix playback of videos on iOS (1288692)

  • WebGL: Fixed a WebAssembly trap when a touch point got canceled on mobile devices. (1262657)

  • WebGL: Improved error messages that are printed when a build to WebGL fails. (1245847)

  • XR: Splash screen now sends correct zNear and zFar values to XRDisplaySystem (1349851)

  • XR: Updated OpenXR package to 1.2.3

  • XR: [OpenXR]Fix for Editor memory leak when HMD is in idle state (1344762)

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 2020.3.15f2

Released:

LTS Release 2020.3.15f2

Released:

Known Issues in 2020.3.15f2

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

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

  • Asset Importers: [MacOS] Second Unity instance in Activity Monitor is "not responding” after importing (1331736)

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

  • Graphics Device Backends: CommandBuffer native plugin events hang in the Editor (1308216)

  • IMGUI: Editor's Toolbar is sometimes replaced by a white bar when opening any Scene (1341951)

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

  • 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: [Android] Using TouchScreenKeyboard.Open with a non-empty placeholder multiple times causes the app to crash (1347370)

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

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

  • 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)

  • 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)

  • Themes: Object Selector windows size slider disappears when only items with default icon are in the list (1309396)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

  • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

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

2020.3.15f2 Release Notes

Features

  • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

  • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

  • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.

    • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.

    • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM

    • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.

    • Plastic: Auto configuration of SSO

    • Plastic: Added date column in incoming changes

Improvements

  • Version Control: - Stability and performance improvements

API Changes

  • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

Changes

  • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

  • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

  • Version Control: ### Changed

    • Updating license to better conform with expected customer usage.

    • Updated documentation file to meet standards.

    • Updated third-party usage.

    • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.

    • Usability improvements around checking in code

    • Improved update workspace tab UX

    • Plastic SCM context menu is now available even if the Plastic SCM window is closed

Fixes

  • Android: Fixed a crash caused by uncaught "java.lang.IllegalStateException: The specified child already has a parent" that mainly affects Android 7.x (1347211)

  • License: Fix Licensing Client signature check in the Editor that led to some licenses not being accepted.

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 2019.4.29f1

Released:

LTS Release 2019.4.29f1

Released:

Known Issues in 2019.4.29f1

  • Ads: [Android] Unity Ad return app to Lock screen (1281041)

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

  • Audio: Crash on AudioMixer_CUSTOM_FindSnapshot when passing null as an argument to FindSnapshot() (1341752)

  • Global Illumination: [HDRP] Scene is rebaked repeatedly when Auto Generate Lighting is turned on (1348841)

  • 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)

  • Graphics Device Backends: CommandBuffer native plugin events hang in the Editor (1308216)

  • 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)

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

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

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

  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

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

  • Windows: Build crashes when swap chain resizes on startup (1338515)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

2019.4.29f1 Release Notes

Features

  • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'. This requires custom Gradle version 6.1.1 or higher.

  • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs. This requires custom Gradle version 6.1.1 or higher.

  • Stadia: Added support for Orbit Profiler

  • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.

    • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.

    • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM

    • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.

    • Plastic: Auto configuration of SSO

    • Plastic: Added date column in incoming changes

Improvements

  • Graphics: Improvements to scene culling CPU performance - Shadow casters are rejected earlier if their shadow casting is disabled which should improve performance in scenes with scenes with lots of renderable objects that are set to not cast shadows. (1322874)

  • Graphics: Running out of memory with Vulkan backend is now clearly told in Editor.log

  • Graphics: Update Postprocessing v2 package to 3.1.1

  • Graphics: Upgrade to Intel Open Image Denoise 1.1.0. Significantly improves denoising quality and reduces ringing. (1260772)

  • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored

  • 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

  • Version Control: - Stability and performance improvements

API Changes

  • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

  • iOS: Added: Function PBXProject.GetEntitlementFilePathForTarget().

  • Services: Changed: On some platforms we strip out the Analytics modules completely. so any user code that references anything from Analytics will not compile on these platforms. this PR is to update the documentation informing users of the need to #ifdef this code out for this situation (1333730)

Changes

  • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

  • Editor: Update Collab package to allow users to migrate to plastic.

  • 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: com.unity.purchasing updated to 3.2.2. 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 Control: ### Changed

    • Updating license to better conform with expected customer usage.

    • Updated documentation file to meet standards.

    • Updated third-party usage.

    • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.

    • Usability improvements around checking in code

    • Improved update workspace tab UX

    • Plastic SCM context menu is now available even if the Plastic SCM window is closed

Fixes

  • 2D: Fixed a crash when Sprite Skin was disabled when multithreaded rendering was enabled. (1296355)

  • 2D: Fixed an issue where disabling Edit Spline on Sprite Shape Controller while Cache Geometry was enabled threw an ArgumentException error. (1320015)

  • AI: Fixed an issue when selecting the Navigation Window caused the Editor to Crash. (1330235)

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

  • Animation: Fixed a regression caused when overriding and animator controller. (1271499)

  • Animation: Removed an invalid error message when passing < 0.02f values as normalizedTime parameter to the Animator.Play function. (1311378)

  • Asset Import: Fixed an issue where Import incorrectly updated Avatar settings when switching from "Copy From Avatar". (1213138)

  • Asset Pipeline: Fixed an issue where triggering an AssetDatabase.Refresh() during an Undo might cause deletions not to persist to disk. (1321443)

  • Asset Pipeline: Fixed an issue with old script type dependencies. In some cases they resulted in (incorrect) artifact match. (1340159)

  • Asset Pipeline: Fixed issue where "GetRequiredComponents result must be in cache, if requested from non-main thread." assert was raised, when downloading asset from cache server. (1338565)

  • Burst: Fixed an issue where ecursive exceptions being raised whilst running burst compiled code were not handled. (1263781)

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

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

  • Editor: Fixed an issue to avoid asserts when opening gradient editor. (1344785)

  • Editor: Fixed an issue where build settings window was not dockable. (1259782)

  • Editor: Fixed an issue where Highligher.Highlight() method was throwing unnecessary warnings. (1278599)

  • Editor: Fixed an issue where inspector preview of Gradient and AnimationCurve values of a serialized object were not getting refreshed when its values are changed from script. (1311461)

  • Editor: Fixed an issue where the build settings window appear above newly-focused applications.

  • Editor: Fixed an issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raised exceptions every frame. (1275960)

  • Editor: Fixed an issue where the icon selector window does not close on selection undo. (1305625)

  • Editor: Fixed an issue where the Mac editor could crash while running tests under sudo. (1331434)

  • Editor: Fixed an issue where the static batching with instancing shaders warning was shown when static batching was disabled for the current build platform. (1332277)

  • GI: Fixed a color space issue for directional lightmap while baking with progressive updates. (1296784)

  • GI: Fixed a crash that occurred when inspecting a mesh renderer with no vertex buffer or no index buffer. (1197692)

  • GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad. (1094243)

  • GI: Fixed an editor crash when loading Light Probes after loading Addressables. (1315825)

  • GI: Fixed an issue where lighting data was being lost when enter play mode with scene reloading was disabled. (1184204)

  • GI: Fixed an issue where reflection probes must be rebaked twice to update when using the "Generate Lighting" button in the lighting tab. (1334283)

  • GI: Fixed an issue where the exposure slider to texture importer for HDR textures was missing. (1226322)

  • Graphics: Fixed a crash on DirectX11 when creating a texture with a partial mip chain. (1213005)

  • Graphics: Fixed a FrameDebugger issue where the frame was not fully paused when debugging session was active. (1315256)

  • Graphics: Fixed a 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 skinning had a chance to happen.

  • Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. (1327973)

  • Graphics: Fixed an issue when encoding an R8-image to JPG or TGA results in a cyan-tinted image; The result is now gray. (1259972)

  • Graphics: Fixed an issue where drag-n-dropping a texture onto an object would cause a missing texture for the new material created by the action. (1269007)

  • Graphics: Fixed an issue where export to png did not use grayscale image for R8. (1239813)

  • Graphics: Fixed an issue where Game view Statistics tab reported false values when using SRP. (1209185)

  • Graphics: Fixed an issue where LOD Group preview rendered with pink material if an SRP was active. (1283011)

  • Graphics: Update SRP and template package to 7.7.1

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

  • IL2CPP: Fixed a rare compilation error on usage of IsInst on a value type. (1328551)

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

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

  • IMGUI: Fixed alignment for Asset selector fields in Inspector issue. (1300325)

  • iOS: Fixed an issue when creating app extension target through PBXProject, a headers section was not added automatically. (1332249)

  • iOS: Fixed an issue where input on native UITextField when using UaaL and Bluetooth keyboards was lost. (1332925)

  • iOS: Fixed arm64 device capability being added on every append.

  • License: Fix Licensing Client signature check in the Editor

  • macOS: Fixed an issue where the code project template did not use "modern" build system. (1326316)

  • Networking: Fixed an issue where the web request wasn't released to avoid memory leak.

  • Networking: UnityWebRequest: fix il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)

  • Package Manager: Fixed an issue where 401 Response code was raised when user tries to download a paid asset store package in My Assets.
    Check ToS agreement before download and redirect user to Asset Store web page in order to read and accept terms. (1335976)

  • Physics: Fixed an issue where the joint editor tool gizmos was not hidden when the joint was not active at all. (1275862)

  • Prefabs: Fixed an editor crash when changes to Prefab Mesh were applied via script. (1307624)

  • Profiler: Fixed an issue where newer Profiler data versions did not load correctly.

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

  • Scripting: Fixed an issue causing methods marked with the RuntimeInitializeOnLoad attribute when within a nested class to fail to be called. (962800)

  • Scripting: Fixed an issue where using GetComponents with list caused a memory leak. (1318407)

  • Scripting: Fixed crash when generic type derives from abstract MonoBehaviour. (1333819)

  • Scripting: Fixed some false positive recursion errors in ApiUpdater. (1224800)

  • Shaders: Fixed an issue where the SRP batcher did not working on OpenGL and OpenGL ES backends. (1331098)

  • Shaders: Fixed an issue whewre ShaderCache.db grew in size after each build. (1317744)

  • Shaders: Fixed incorrect struct reflection on GL and GLES backends when using multiple nested structs. (1322153)

  • UI Elements: Fixed a drawing issue when multiple inspectors were opened and multiple objects were selected.

  • UI Toolkit: Fixed a ListView exception on submit when no items were selected.

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

  • UI Toolkit: Fixed an issue where a visual element could use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException. (1337074)

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

  • Video: Fixed an issuew where calling VideoPlayer.Prepare and VideoPlayer.StepForward produced a frame on a Render Texture. (1318270)

  • XR: Fixed an issue where custom XR packages would not get registered when running the Unity Editor using the -batchmode argument. (1334517)

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 2020.3.14f1

Released:

LTS Release 2020.3.14f1

Released:

Known Issues in 2020.3.14f1

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

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

  • Asset Importers: [MacOS] Second Unity instance in Activity Monitor is "not responding” after importing (1331736)

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

  • Graphics Device Backends: CommandBuffer native plugin events hang in the Editor (1308216)

  • IMGUI: Editor's Toolbar is sometimes replaced by a white bar when opening any Scene (1341951)

  • 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)

  • 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)

  • 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)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

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

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

2020.3.14f1 Release Notes

Features

  • Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.

  • Mobile: Boost mode - Boost CPU and GPU for short periods of time.

  • Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.

  • Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.

  • Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.

  • Stadia: Added support for Orbit Profiler

Improvements

  • 2D: Potentially improves performance when importing large number of textures.

  • Physics: Added units of measurement to the Articulation Body properties in the scripting documentation

  • XR: Update OpenXR Package to 1.2.2

Changes

  • 2D: Fixed an issue where Edge collider 2D and polygon collider 2D create different collision shapes during playmode for SpriteShape. (1321978)

  • 2D: Fixed case where SpriteShape generates Edge Colliders with deformed corners. (1293760)

  • 2D: Fixed case where vertex data allocation may not be enough and overflows for SpriteShape (1319096)

  • 2D: PSDImporter packge now requires minimum version of Unity 2020.3.9f1

Fixes

  • 2D: Fixed existing Tile data in Tilemap not clearing when refreshing Tilemap due to editor validation. (1272540)

  • 2D: Fixed PSDImporter reimports when switching platform. (1327701)

  • 2D: Fixed SpriteResolver generates garbage every few frames when playing an animation (1337463)

  • 2D: Fixed Unable to remove Empty Category in Sprite Editor after changing Sprite Layer name with external image editor. (1328475)

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

  • AI: Fixed OffMeshLink and NavMeshLink sometimes not automatically reconnecting after navigation mesh carving. (1287238)

  • Android: Fixed compositor error log when using linear rendering on some MediaTek/PowerVR SoCs. (1330183)

  • Android: Fixed issue where Unity editor does not update gradle.properties file if export destination folder already contains this file. (1308437)

  • Android: Fixed label for Proguard template. (1316757)

  • Animation: Fixed a regression caused when overriding and animator controller. (1271499)

  • Animation: Fixed an issue where Animations played in Timeline with offsets would play incorrectly in some Avatar/Humanoid setups. (1295759)

  • Animation: Fixed performance regression when updating curves in Animation Window. (1320250)

  • Asset Pipeline: Fixed issue where "GetRequiredComponents result must be in cache, if requested from non-main thread." assert got raised, when downloading asset from cache server. (1338565)

  • Audio: Fixed adding mixer groups or snapshots would trigger a "generated inconsistent result" asset import warning in the console. (1319518)

  • Audio: Implemented missing reset functionality for AudioGroups. (1256250)

  • Core: Fixed a bug that caused incremental garbage collection to sometimes fail to use all of the available spare time before vsync. (1329186)

  • Editor: Fixed ArgumentOutOfRangeException in TreeView when collapsing rows in quick succession. (1315468)

  • Editor: Fixed empty reason on passed tests results xml (DSTR-63).

  • Editor: Fixed issue when . suffix was applied to BuildTargets without extension.

  • Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).

  • Editor: Improved Inspector Preview performance for complex prefabs. (1295887)

  • Editor: Will no longer show the static batching with instancing shaders warning when static batching is disabled for the current build platform. (1332277)

  • GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad. (1094243)

  • GI: Fixed an issue where reflection probes must be rebaked twice to update when using the "Generate Lighting" button in the lighting tab. (1334283)

  • GI: Fixed black baked reflection probes when using non-progressive baking. (1324246)

  • GI: Fixed lighting data being lost when enter play mode with scene reloading disabled. (1184204)

  • Graphics: Fixed a crash when importing large projects on DX12. (1265099)

  • Graphics: Fixed camera velocity property for SRPs. (1302527)

  • Graphics: Fixed loading Renderdoc causing textures to disappear in the texture inspector. (1296238)

  • Graphics: Fixed terrain crashing when SRP package is deleted from project. (1321411)

  • Graphics: Get default terrain material for the active pipeline when opening a scene with terrain in it. (1332937)

  • IL2CPP: Fixed rare compilation error on usage of IsInst on a value type. (1328551)

  • iOS: Fixed crash when closing app while still loading ODR. (1289143)

  • Networking: Fixed il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)

  • Package Manager: Fixed 401 Response code when user tries to download a paid asset store package in My Assets.
    Check ToS agreement before download and redirect user to Asset Store web page in order to read and accept terms. (1335976)

  • Particles: Fixed nto correctly support 16-bit vertex attributes in CPU mesh particle rendering. (1340944)

  • Physics: Fixed a single issue where it's impossible to edit either an EdgeCollider2D or PolygonCollider2D when the Transform Scale Z is zero. (1339608)

  • Physics: Improve the stability of the HingeJoint2D angular lower/upper limits when using higher motor/external forces. (1339471)

  • Scripting: Fix .Net Ping.Send() throwing NotSupportedException. (1329962)

  • Scripting: Fixed 'ArgumentException: method arguments are incompatible' exception when trying to invoke UnityEvent on non existent object. (1324289)

  • Scripting: Fixed change of Asmdef from Editor Only to also Runtime Compatible would not update Scripts associated, so you can't drag and drop without a reimport. (1323079)

  • Scripting: Fixed crash when generic type derives from abstract MonoBehaviour. (1333819)

  • Scripting: Fixed editor crash when a script has a never ending recursion. (1339503)

  • Scripting: Fixed managed code stripping issue due to reflection in com.unity.vectorgraphics. (1327800)

  • Scripting: Fixes Time.unscaledDeltaTime from returning negative values when OnDemandRendering is used. (1329148)

  • Scripting: When environment variable UNITY_DIAG_ENABLE_DOMAIN_RELOAD_TIMINGS is set, write detailed timings on everything happening within domain reloads to the editor logs. (1328820)

  • Shaders: Fixed SRP batcher not working on OpenGL and OpenGL ES backends. (1331098)

  • UI Elements: Fixed drawing behavior when multiple inspectors are opened and multiple objects are selected.

  • UI Toolkit: A visual element can use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException. (1337074)

  • UI Toolkit: Fixed disabled state not showing properly after hierarchical changes were applied. (1321042)

  • UI Toolkit: Fixed issue with inspector fields failing to get focused when clicked depending on neighboring fields. (1335344)

  • VFX Graph: Fixed possible crash with sorting on particle system without kill. (1333851)

  • VFX Graph: Fixed unexpected missing binding of deadElementCount dispatching sort. (1311837)

  • Video: Calling VideoPlayer.Prepare and VideoPlayer.StepForward produces a frame on a Render Texture. (1318270)

  • Video: Fixed audio delay when pausing VideoPlayer. (1316817)

  • Video: Fixed audio is desynchronized when playing via AudioSource. (1304061)

  • Video: Fixed audio plays during VideoPlayer.Prepare. (1316819)

  • WebGL: Add frame timing stats setting to WebGL player settings and add a warning for WebGL 1 in 2020.3. (1297871)

  • WebGL: Added warning to High Quality Lightmap Encoding setting in WebGL Player Settings. (1290512)

  • WebGL: Fixed use after free of m_Context in GfxDeviceGLES destructor. (1204734)

  • XR: Fixed an issue where custom XR packages would not get registered when running the Unity Editor using the -batchmode argument. (1334517)

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 2020.3.13f1

Released:

LTS Release 2020.3.13f1

Released:

Known Issues in 2020.3.13f1

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

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

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

  • Asset Importers: [MacOS] Second Unity instance in Activity Monitor is "not responding” after importing (1331736)

  • 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: 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: 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)

  • 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)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

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

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

2020.3.13f1 Release Notes

Improvements

  • Asset Import: Improved mobile ASTC texture compression performance (about 3.5 times faster now).

  • Editor: Opening scenes with ASTC compressed textures (e.g. while in mobile platform) is faster now; the ASTC decompression is about 7 times faster than before.

  • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored

  • Scripting: Update com.unity.ide.visualstudio to version '2.0.9'.

  • Shaders: Improved logging when compiling shader variants. (1338590)

Changes

  • Package: Update Purchasing package to 3.2.2 version. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html

Fixes

  • AI: Fixed crash when selecting the Navigation Window in the Editor. (1330235)

  • AI: Fixed NavMeshObstacle inspector when viewed in non-wide mode. (1330842)

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

  • Asset Pipeline: Fixed an issue that could cause assets with dependencies to be imported out-of-order. (1331373)

  • Documentation: Fixed html issue in TestRunnerApi API code snippet.
    Fixed a typo issue in PreBuildSetup code example.
    Fixed incorrect syntax in command line reference.

  • Editor: ASTC texture compression should be platform and hardware invariant now (i.e. produce exactly the same results between AMD and Intel CPUs for example, which was not always the case before). (1307140)

  • Editor: Fixed a regression in error message when MonoBehaviour class name don't match the file name. (1328619)

  • Editor: Fixed an issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raised exceptions every frame. (1275960)

  • Editor: Fixed repaint issues for modal editor windows upon opening them from the project window context menu. (1313636)

  • Editor: Fixed repaint issues for non-modal windows while a modal window was up. (1323381)

  • GI: Fixed the available memory tracker when using multiple nvidia GPUs and the GPU Lightmapper. (1313094)

  • Graphics: Fixed a batching for instancing issue when all objects were lit by the same (<8) lights. (1313977)

  • Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. (1327973)

  • Graphics: Fixed an issue where Mesh.SetSubMeshes with NativeArray would ignore MeshUpdateFlags argument. (1330299)

  • Graphics: Fixed an issue where setting a camera's target texture to null would sometimes increased camera stack size and reduce performance. (1299403)

  • Graphics: Fixed an issue where there LOD Group preview rendering with a pink material if an SRP was active. (1283011)

  • Package Manager: Fixed an issue where an absolute path was used in the manifest instead of relative path for local packages. (1327815)

  • Scripting: "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) now waits for playmode to be fully disabled before compiling scripts. (1326820)

  • Scripting: Fixed an issue when using GetComponents with list caused a memory leak. (1318407)

  • Scripting: Fixed an issue where the script was not opened when double clicking an error thrown from it inside the Console window. (1200408)

  • Shaders: Fixed an incorrect struct reflection on GL and GLES backends when multiple nested structs were used. (1322153)

  • UI: Canvas size will adjust based on selected display and rendermode instead of selected game view. (991291)

  • UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set. (1325324)

  • XR: Check the value of maxMultiviewViewCount in VkPhysicalDeviceMultiviewProperties for better detection of Vulkan multiview support. (1308540)

  • XR: Fixed an issue for single-pass instancing with MSAA and postprocessing rendered a grey image with built-in renderer. (1280458)

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 2018.4.36f1

Released:

LTS Release 2018.4.36f1

Released:

Known Issues in 2018.4.36f1

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Packman: Package Manager doesn't show available updates (1304459)

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

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

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

2018.4.36f1 Release Notes

Fixes

  • Audio: Added missing reset functionality for AudioGroups. (1256250)

  • Audio: Fixed crash when exiting play mode. (1079263)

  • Audio: Fixed issue where adding mixer groups or snapshots would trigger a "generated inconsistent result" asset import warning in the console. (1312518)

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

  • iOS: Fixed an issue where the first character of the Product Name section of the Bundle identifier is replaced by a dash in Xcode when it's a digit. (1192951)

  • Prefabs: Fixed a bug where PrefabImporter crashed when it couldn't allocate a preview scene.
    Now user code no longer interferes with prefab importer's preview scenes. (1246844)

  • Scripting: Fixed a crash where instantiating a new GameObject on the parent during OnDestroy callback would cause the whole hierarchy to be destroyed. (1121506)

  • Shaders: Fixed a crash when PrimitiveID is the only input to a stage. (1289378)

  • Timeline: Fixed timeline audio playing on timelines with GameTime update mode when Time.timeScale is 0. (1269783)

LTS Release 2020.3.12f1

Released:

LTS Release 2020.3.12f1

Released:

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

Improvements

  • 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)

Changes

  • 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

Fixes

  • 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

LTS Release 2019.4.28f1

Released:

LTS Release 2019.4.28f1

Released:

Known Issues in 2019.4.28f1

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

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

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

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

  • 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)

  • Metal: [iOS 14] Application stucks on splash screen and 'XPC_ERROR_CONNECTION_INTERRUPTED' error is thrown (1282747)

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

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

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

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

  • Terrain: Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

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

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

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

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

2019.4.28f1 Release Notes

Improvements

  • 2D: Tilemap.GetSprite now returns the currently animated Sprite for an animated Tile instead of the initially set Sprite.

  • 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.

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

Changes

  • Android: Updated Android Logcat package to version 1.2.2.

  • Package: Updated Addressables package to version 1.16.19.

  • Package: Updated com.unity.ide.visualstudio package to version 2.0.8.

  • Package: Updated com.unity.purchasing package to version 3.0.1.

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

Fixes

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

  • 2D: Fixed wrong Sprites being shown for Animated Tiles when TilemapRenderer is in Individual mode and user sets new Tiles on the Tilemap. (1329054)

  • Android: Fixed crash on startup on Android 4.4 devices. (1331290)

  • Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal. (1308930)

  • Asset Import: Fixed infinite asset import loop during InitializeOnLoad when Editor script uses CreateAsset and importParameters change during import. (1323499)

  • Burst: Fixed a crash that was caused by member function debug information on tvOS.

  • Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox.

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

  • Editor: Fixed items in right click menu doing nothing on arrays in scriptable object with custom editors. (1307389)

  • Graphics: Fixed a crash when loading old asset bundles that contain Vulkan shader binaries. (1308947)

  • Graphics: Fixed mip streaming for static batched meshes and use of CombineMesh API. (1329555)

  • IL2CPP: Corrected the behavior of Mathf.RoundToInt with Mathf.Infinity on ARM architectures. (1323419)

  • IL2CPP: Fixed "Use of undeclared identifier 'BoxNullable'" error. (1328819)

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

  • iOS: Fixed a performance issue where Microphone.Start would cause CPU spikes on iOS. If the user selects the player setting "Prepare iOS for Recording", these spikes have been eliminated. They will now only occur when switching back-and-forth between a built-in microphone and a Bluetooth microphone. When using "Prepare iOS for Recording", most projects will also want to set "Force iOS Speakers when Recording". (1281833)

  • Kernel: Fixed an issue with Atomic 64-bit Load/Store on Win32/UWP x86. Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows.

  • Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup. (1328669)

  • Package Manager: Fixed an issue where adding packages from a registry which returned invalid publish dates would fail. (1318975)

  • Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved. (1325920)

  • Package Manager: Fixed an issue where the UnityEditor.PackageManager.Client.SearchAll method would result in a connection error despite using offlineMode = true. (1319585)

  • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which prevented starting UnityPackageManager.exe on Windows when its path contained non-ANSI Unicode characters. (1317244)

  • Particles: Fixed incorrect error check in SetParticles that would cause an exception to be thrown when the offset value was equal or greater than the particles array length. (1313413)

  • Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject. (1328023)

  • Physics: Fixed inertia tensor not updating when a collider is removed. (937998)

  • Prefabs: Fixed changing the GUID of a Prefab in Prefab Mode in isolation triggers different issues.

  • Profiler: Fixed Profiler Window CPU Usage chart highlighting selected sample in all frames.

  • Scene Manager: Fixed an issue to prevent loading scene where multiple objects have same identifier. (1249893)

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

  • Serialization: Fixed Property Diff after clearing array w/refs. (1266303)

  • Services: Fixed bug where Accelerator namespace was not added when opening project with
    -cacheServerNamespacePrefix argument. (1294806)

  • Shaders: Fixed a crash when PrimitiveID is the only input to a stage. (1289378)

  • UI Elements: Fixed problem with inspector redrawing unnecessarily.

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

  • Windows: Fixed an issue whereby X86_64 is now the default Windows architecture. (1283651)

  • XR: Fixed screenspace shadows with XR multiview. (1168315)

  • XR: Fixed World space UI to render in secondary cameras. (1326167)

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 2020.3.11f1

Released:

LTS Release 2020.3.11f1

Released:

Known Issues in 2020.3.11f1

  • 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: 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)

  • 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] 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)

  • 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)

2020.3.11f1 Release Notes

Improvements

  • Audio: Allow a user to specify whether DSPGraph sample providers should loop from the beginning of a clip or from a chosen start point. (1329351)

  • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

  • XR: Updated OpenXR Package to version 1.2.0. Please see package changelog for full details.

Fixes

  • 2D: Fixed a crash when disabling Sprite Skin when multithreaded rendering was enabled. (1296355)

  • 2D: Fixed an issue when SpriteShapeController had "Update Collider" set to true, would dirty the scene every time. (1315086)

  • 2D: Fixed an issue with disabling 'Edit Spline' on Sprite Shape Controller while Cache Geometry was enabled threw an ArgumentException error. (1320015)

  • Android: Fixed a crash on startup on Android 4.4 devices. (1331290)

  • Animation: Fixed an issue where values were defaulting to zero when disabling writeDefaultValue on a State and mixing. (1303570)

  • Asset Pipeline: Fixed an issue where triggering an AssetDatabase.Refresh() during an Undo might cause deletions not to persist to disk. (1321443)

  • Audio: Fixed an issue where the default audio output when connecting a DSPGraph output job was not activated. (1329062)

  • Build System: Fixed an edge case where executing the build tools was generating an access denied error when attempting to run git/hr inside a Visual Studio command prompt.

  • Burst: Fixed a crash due to a member function debug information on tvOS.

  • Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox.

  • Editor: Fixed an issue with the alignment of certain buttons in some of the 2D colliders (1281292)

  • Graphics: Fixed an issue where mip streaming for static batched meshes and used of CombineMesh API. (1329555)

  • macOS: Fixed a crash when product name contains Unicode characters. (1296208)

  • Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup. (1328669)

  • Package Manager: Fixed an issue where adding packages from a registry which returned invalid publish dates would fail. (1318975)

  • Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved. (1325920)

  • Package Manager: Fixed an issue where the UnityEditor.PackageManager.Client.SearchAll method would result in a connection error despite using offlineMode = true. (1319585)

  • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which prevented starting UnityPackageManager.exe on Windows when its path contained non-ANSI Unicode characters. (1317244)

  • Particles: Fixed an issue where Inspector was giving incorrect information about configured SpriteAtlas assets. (1318608)

  • Physics: Fixed a crash when attempting to access the Rigidbody from the result of a OnCollision callback, when the object it collided with was a ArticulationBody. The Collision.rigidbody member is now null in this case. (1320314)

  • Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject. (1328023)

  • Scripting: Fixed an issue where double-clicking on console messages originating from paths outside the asset folder were not working correctly. (1304954)

  • Windows: Fixed an issue where docked tabs would keep focus when dragging from another window. (1296690)

  • XR: Fixed an issue with screenspace shadows with XR multiview. (1168315)

  • XR: Fixed Vulkan validation errors on Oculus Quest and added support for "Fragment Density Map 2" Vulkan extension. (1332783)

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

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