Unity 2020.1.14

Released:
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Known Issues in 2020.1.14f1

  • Asset Import Pipeline: Texture Assets are reimported when the launched Editor is recovering from an unexpected close if there were compilation errors (1264055)

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

  • Global Illumination: [OSX] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data (1271626)

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

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)

  • IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)

  • IMGUI: Editor performance loss when selecting an object in the Select Object window (1285342)

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

  • MacOS: [Metal][Editor] Memory grows continuously until Editor crashes when importing 100k materials (1214197)

  • Mesh Renderer: Crash on SkinnedMeshRendererManager::RemoveRenderer(SkinnedMeshRenderer&) when exiting Play Mode (1292526)

  • Package: [Reflect] Standalone build fails with package errors if Unity Reflect is installed (1266377)

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

  • Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • WebGL: [Linux] WebGL build always fails and throws a FileNotFoundException (1268262)

  • XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently (1262597)

  • iOS: Crash on il2cpp::vm::LivenessState::AddProcessObject when using Social.LoadUsers and then changing scenes (1270230)

  • iOS: [UaaL] UnityFramework with 3rd party plugins triggers watchdog termination after launch (1262272)

  • iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source (1274837)

2020.1.14f1 Release Notes

System Requirements Changes

For running Unity games
  • iOS: minimum version incremented to 10.0 (from 9.0).

Fixes

  • 2D: Reduced memory used for Automatic Slicing of Sprites. (1263213)

  • Android: Fixed all microphones reporting recording when only one actually is recording. (1278739)

  • Android: Fixed Android build error when OBB size exceeds 2GB. (1272239)

  • Android: Fixed such that when running external tools, print error messages as two items in Editor console instead of item per line. (1269685)

  • Android: Fixed to switch internal Unity allocator to DynamicHeapAllocator which is compatible with Scudo allocator introduced in Android 11. This fixes an error "Using memoryadresses from more than 16GB of memory". If by some reason you want to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments. (1284525)

  • Asset Bundles: Fixed AssetBundle related race condition that would occasionally crash when calling AssetBundle.Unload while an async load operation out of that AssetBundle was in progress. (1228306)

  • Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.

  • Asset Import: Fixed reimport of an FBX used in prefabs to be faster in large scenes. (1279974)

  • Asset Import: Fixed to ensure 3DS Importer handles NaN vertices. (1268563)

  • Asset Pipeline: Fixed editor not crashing when asset database files are read only or locked by another process. (1208749)

  • Audio: Fixed audio in timeline preview not pausing/resuming when changing focus between the editor and other applications. (1016423)

  • Audio: Fixed player "hang" when multiple load-in-background clips are in the initial scene. (1280491)

  • Build Pipeline: Fixed an issue where asset bundle dependencies might not have been deterministic. (1282671)

  • Build Pipeline: Fixed errors in build when many assemblies are passed to UnityLinker or BuildPlayerDataGenerator. (1267783)

  • Editor: Added a new prompt for a user to attach a managed debugger when on Linux, on a headless server build. Also prevents timeout to attach Profiler triggering when allowDebugging is set. (1274332)

  • Editor: Fixed an issue on Mac where user-defined NSWindows could not get copy/paste events. (1279756)

  • Editor: Fixed cannot load editor layout, stuck in infinite loop of "failed to load window layout". (1275270)

  • Editor: Fixed crash on update in collab. (913690)

  • Editor: Fixed Editor locking up after renaming a prefab in isolation mode and dragging a new material on it. (1284799)

  • Editor: Fixed missing Profiler.EndSample and Non matching Profiler.EndSample errors while profiling editor and mouse dragging objects. (1264736)

  • Editor: Fixed text from edited prefab's component not accounting for bold style when placing caret. (1274722)

  • Editor: Fixed the Inspector being empty when selecting the Blend Tree that has been copied and pasted from another Blend Tree. (1274572)

  • Editor: Fixed the warnings when a UI asset is loaded for the first time in the editor. (1263521)

  • Editor: Fixed to revert fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault. (1262281)

  • GI: Fixed error where changing the Range of Lights following a successful bake caused them to disappear for remainder of Editor session.

  • GI: Fixed fallback to CPU progressive lightmapper with 'CL_UNKNOWN' error after force stopping the light bake and restarting bake. (1279529)

  • GI: Fixed the 'Could not load symbol clCreateCommandQueueWithProperties' error when opening project on some systems with OpenCL 1.2 or older drivers. (1268288)

  • Graphics: Fixed black screen on Stadia when resuming from Suspend. (1270045)

  • Graphics: Fixed crash on DrawUtil::DrawProceduralIndirectRawFromNodeQueue/BatchRenderer::RenderBatch when recompiling a script. (1274568)

  • Graphics: Fixed issue where texture memory used by Vulkan was more than other APIs. (1223298)

  • Graphics: Fixed potential divide by 0 when running graphics jobs on UWP Player. (1284815)

  • Graphics: Fixed splashscreen playmode test crash. (1286956)

  • IL2CPP: Corrected a crash on startup with BOLT and IL2CPP when there is at least 1 Node present in a Graph. (1284772)

  • IL2CPP: Fixed to correctly report the public key for assemblies where it exists. (1271060)

  • IL2CPP: Fixed to make Runtime generic depth limit match conversion time. (1286650)

  • IL2CPP: Fixed to reuse macOS implementation of IPInterfaceProperties.GatewayAddresses for iOS/tvOS. Requires defines and structs from route.h having been copied into the source file for use on Apple mobile platforms. (1269403)

  • IL2CPP: Fixed unnecessary box call in generic code when using enums. (1271254)

  • IL2CPP: Removed unnecessary assertions that are triggered incorrectly in WebGL debug builds. (1165055)

  • iOS: Added iPad Pro 4th Generation and iPad Pro 11" 2nd Generation to DeviceGeneration. (1280059)

  • macOS: Fixed issue where OnApplicationFocus misreported when GameCenter UI was visible. (1278005)

  • Package Manager: Fixed an issue where requests would fail when they took over 2 minutes to complete. (1287098)

  • Package Manager: Fixed the Packager Manager to no longer fail to write the project manifest file (Packages/manifest.json) or the lock file (Packages/packages-lock.json) when they are read-only. (1263361)

  • Particles: Fixed assertion failure caused by active ParticleSystems. (1272220)

  • Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)

  • Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)

  • Physics: Fixed to ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)

  • Physics: Fixed to ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)

  • Physics: Fixed to ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback. (1274820)

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

  • Prefabs: Fixed that a reference to the root prefab child is lost when pressing "Unpack Prefab" on root prefab and entering Play mode. (1151512)

  • Prefabs: Fixed that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode. (1279539)

  • Prefabs: Fixed that Prefab is marked dirty when cancelling the 'Create new prefab' and 'Create new Variant' dialogs while in Prefab Mode. (1285301)

  • Profiler: Fixed "Show Calls" view not counting Calls correctly for the "Called From" section in Profiler Window. (1180144)

  • Profiler: Fixed an issue where FrameCount inside the ProfilerUserSettings would clamp to a 0 - 2000 frame range instead of 300 - 2000, thus causing the charts inside the ProfilerWindow to throw out of range exceptions. (1288878)

  • Profiler: Fixed CPU Module Detailed view sorting when search field is active. (1214785)

  • Profiler: Fixed issue where entering PlayMode with the editor open would throw "GetInt is not allowed error". (1289794)

  • Profiler: Fixed scroll wheel to now work on the scroll bars in the profiler timeline view. (1280335)

  • Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior. (1242627)

  • SceneManager: Fixed GetManagerFromContext crash when unloading a Scene while loading another Scene asynchronously with allowSceneActivation = false. (1092438)

  • Scripting: Fixed generic mono array overwrite in bindings code. (1268308)

  • Scripting: Fixed issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)

  • Shaders: Fixed files not enabling Adreno framebuffer fetch extension. (1269926)

  • Terrain: Fixed such that Paint Tools which are overriden forward shortcut selection to the tool that is overriding them. (1251645)

  • UI: Fixed Canvas RectTransform size calculation to be done for standalone renders as well. Camera needs to be enabled to pick up the RenderTexture size change. (833456)

  • UI: Fixed OnDrop callback not being called when using a TouchScreen. (1279352)

  • UI Toolkit: Added EditorWindow.CreateGUI entry point to safely add visual elements to the window. (1281376)

  • WebGL: Fixed a bug with compressed single channel textures attempting to target unsupported BC4 compression format. (1274662)

  • WebGL: Fixed DST time computation for locales that have changed their DST behavior since year 2000. (e.g. Lithuania). (1179945)

  • Windows: Fixed crashes in PhraseRecognizer when mic disconnected. (1268538)

  • XR: Fixed to utilize volume up and down buttons on VR devices to confirm and proceed when Android dialog is not visible on VR devices instead of only restricting to click "Ok" button on screen. (1140155)

Changes

  • Burst: Changed to temporarily remove the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.

Improvements

  • Android: Improved scuh that in the case of incomplete application install, where native libraries are missing, a dialog will be shown where app can be gracefully quit. Previous behaviour was an application crash in com.unity3d.player.UnityPlayer.<clinit>, java.lang.System.loadLibrary functions. (1281533)

  • IL2CPP: Improved error message when required Visual Studio components are not installed when building for Windows.

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 9.0 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 10.12+, 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

Changeset:
d81f64f5201d

Third Party Notices

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

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