Unity 2020.3.35

Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
New to Unity? Get started

Known Issues in 2020.3.35f1

  • Asset Bundles: Textures are not compressed when building bundles (1412557)

  • DOTS: [Plaforms] Build Configuration General Settings only lets to change Major and Minor versions in 0.50 Platforms version (1415919)

  • GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).

  • Graphics Device Features: Random-write to UAV texture from shadowcaster shader causes GPU hang when filtering Scene Hierarchy objects (1417589)

  • Inspector Framework: First array element expansion is broken for arrays that use Custom Property Drawers (1409773)

  • Kernel: Unity crashes on StackWalker::GetCurrentCallstack when rest-certificate.pem is corrupted (1423569)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Physics: Crash on internalABP::ABP_PairManager::addPair when switching to ArticulationJointType.SphericalJoint during runtime (1418715)

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

  • Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117)

  • Quality of Life: [Mac] ShortcutManager ignores Shift modifier (1424655)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2020.3.35f1 Release Notes


  • Asset Pipeline: Added accelerator Corruption Detection.


  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)

  • Asset Import: Upgraded boost::asio version to v1.20.0. (1408567)

  • Editor: Improved the drag & drop speed in the Project view on large projects. (1314065)

  • Input System: Touch input can now be handled from USB secondary capacitive touch screens on Android.

  • Mobile: Added a new Player setting "Reset resolution on window resize" to reset resolution when native window is resized. (1393410)

  • Scripting: Added automatical retry for file copy exception when running ILPPs is thrown.

  • Shaders: Added buildTarget property to ShaderCompilerData struct. (1403750)


  • 2D: Fixed a case of Null Referrence Exceptions when Packing a Sprite Atlas with size smaller than the smallest Sprite. (1416307)

  • 2D: Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)

  • 2D: Fixed an issue where Lighting is incorrect when Sprite Atlas uses secondary Texture Normal Maps in Linear Color Space. (1378322)

  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)

  • Android: Fixed a Unity Audio bug related to Bluetooth audio. This was causing issues with Vivox, and possibly other 3rd part audio libraries, with Bluetooth functionality. On Android, Bluetooth audio state is basically global, so Unity Audio now only makes the bare minimum changes to this state. We may still call startBluetoothSco and stopBluetoothSco when starting or re-initializing the audio output engine and when starting/stopping the Unity microphone. We may also call AudioManager.setMode when starting/stopping a Bluetooth mic through the Unity microphone APIs, but that's it. (1418634)

  • Android: Fixed app-freezing when an application changes into multi-window(split-screen) on Chrome OS tablet mode. (1361131)

  • Asset Pipeline: Fixed an issue where artifact id for an assets didn't get correctly registered, when an asset become up-to-date before it is imported. (1427445)

  • Build Pipeline: Fixed an issue where cached Sprite state could be stale.

  • Build System: Removed legacy project file causing issues when opened through VSCode's Omnisharp. (1389396)

  • Editor: Fixed a crash that could occur when docking a window, if its size is momentarily zero. (1397003)

  • Editor: Fixed an issue that the high poly SpeedTrees do not import correctly. (1364523)

  • Editor: Fixed an issue that the linux window width is not loaded correctly when loading layout from file. (1414204)

  • Editor: Fixed occasional missed mouse messages in the Windows Editor when the cursor is locked. (1365651)

  • Editor: Fixed ReorderableList custom element height callback exception when there are no elements in the list. (1399803)

  • Editor: Fixed Scene.isSubScene flag not persistent in some cases when reloading an open scene. (1396151)

  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)

  • GI: Fixed a bug where lighting information on renderers would occasionally be scrambled or lost when saving a scene. (1359018)

  • GI: Fixed prefab instances losing their lighting when they are unpacked, and the scene is reloaded. (1285269)

  • GI: Fixed reflection probes not being zeroed out when lighting is cleared.

  • GI: Fixed scene lighting data not getting updated when the selected Lighting Data Asset for the scene is changed. (1263683)

  • GI: Removed an assert from when switching to a lighting data asset from a scene that is unloaded but still in the hierarchy. (1318347)

  • Graphics: Fixed a flickering of particle system when using Vulkan. (1417289)

  • Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417482/1410879). (1410879)

  • Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage. (1395106)

  • IL2CPP: Fixed a Clang 12+ bug that can happen with IL2CPP by changing the Hash128 constructor code. (1422065)

  • IL2CPP: Fixed a rare incremental GC crash on Windows. (1411601)

  • IL2CPP: Fixed an issue where calls to GetHashCode on value types with no instance fields would not return a stable value. (1411455)

  • IL2CPP: Improved error messaging by throwing an ArgumentException when an delegate is created on an instance method with a null this parameter. (1412320)

  • iOS: Fixed an occasional xcode 13.3 build fail due to "a cyclic reference". (1418416)

  • Linux: Fixed an issue that the license check failure shows error dialog and opens Hub. (1337329)

  • Mono: Removed handling SIGINT when Mono is embedded in Unity and the Player. (1376434)

  • Networking: Fixed UnityWebRequest support for System.Uri with file path containing spaces and plus characters (both at the same time). (1367599)

  • Particles: Fixed a culling issue if a Particle System mesh changes. (1329097)

  • Profiler: Fixed a crash when -profiler-enable arg is used. (1295637)

  • Profiler: Fixed reported "system used memory" in Profiler and Profiler Counter to be closer to system tools reported values. (1383173)

  • Profiler: Fixed Texture2DArrays not reporting data usage correctly in memory samples. (1354202)

  • Scripting: Fixed an issue so that hidden sequence points are ignored when calling Coverage.GetSequencePointsFor. (1415957)

  • Shaders: Fixed a rare shader compiler crash when expanding unterminated macros. (1402454)

  • Shaders: Fixed an issue that changing line endings in shaders or include files will no longer cause recompilation of variants. (1415557)

  • Shaders: Fixed an issue that the compute shader compilation progress bar no longer gets stuck. (1415495)

  • Shaders: Fixed an issue that the Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously. (1404185)

  • Shaders: Fixed incorrect batching for shadow casters when shaders have properties affecting fixed-function state. (1328077)

  • Source Code Build: Fixed ProjectFile dependency breakage for source code customers.

  • uGUI: Fixed incorrect input coordinates when using multiple displays and the main display had a non native resolution. (1141732)

  • UI Toolkit: Fixed the preview texture of linear gradients in gamma projects. (1369425)

  • Version Control: Fixed an issue that the Editor gets stuck in a VCS operation when entering play mode if the VCS server doesn't respond.

  • Video: Fixed a crash on UnityMain when building for server with active VideoPlayer in Scene. (1350949)

  • Windows: Fixed mouse button occasional becoming stuck in "down" state when running in Play Mode. (1405273)

  • Windows: Fixed suspending HID input in Editor when runInBackground set. (1427801)

  • XR: Fixed Unity VR Splash screen not showing up on UWP.

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

Package changes in 2020.3.35f1

Packages updated

Packages added

Pre-release packages added


Third Party Notices

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

Unity에서는 최적의 웹사이트 경험을 제공하기 위해 쿠키를 사용합니다. 자세한 내용은 쿠키 정책 페이지를 참조하세요.