Unity 2020.3.17

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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


  • 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.


  • 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)


  • 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.


  • 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


Third Party Notices

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

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