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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

LTS Release 2020.3.10f1

Released:

LTS Release 2020.3.10f1

Released:

Known Issues in 2020.3.10f1

  • 2D: [Skinning Editor] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file (1322204)

  • 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: Editor crashes when executing Undo action after Audio Source component is added to Prefab (1335691)

  • 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)

  • 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] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

  • 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)

  • 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)

2020.3.10f1 Release Notes

Improvements

  • Asset Import: Improved overall performance of FBX files import.

  • Asset Import: Improved performance of ASCII FBX files import.

  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.

  • Graphics: Static batching and Mesh.CombineMeshes can handle more vertex formats now, for example Float16 normals or UVs. It also no longer clamps vertex colors to UNorm8 format - if input meshes have higher precision vertex colors, then combined mesh will have high precision colors too. (1274815)

  • macOS: Updated xcode project template to use "modern" build system. (1326316)

Changes

  • Editor: Updated Collaborate package to allow users to migrate to Plastic.

  • Package: Updated the com.unity.purchasing package to version 3.1.0.

  • Package Manager: Changed "Import again" button text to "Reimport".

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

Fixes

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

  • 2D: Fixed an issue where wrong Sprites were being shown for Animated Tiles when TilemapRenderer was in Individual mode and user set new Tiles on the Tilemap. (1329054)

  • Animation: Fixed an issue when setting the time of a playable manually would not fire events. (1324763)

  • Asset Import: Fixed a performance regression the occured with animation import. (1265275)

  • Asset Import: Fixed an infinite asset import loop during InitializeOnLoad when the Editor script used CreateAsset and importParameters which changed during import. (1323499)

  • Asset Import: Fixed an issue where a reference to an animation was lost when ModelImporter.clipAnimations was set from Script for the first time after importing a model. (1246450)

  • Asset Import: Fixed an issue where Import did not correctly update Avatar settings when switching from "Copy From Avatar". (1213138)

  • Build Pipeline: Fixed an issue where generating a build that includes a script which used serializable nested type deriving from type nesting it, could lead to a build at runtime. (1310970)

  • DX12: Fixed an issue where there was a change in color brightness when going from windowed to fullscreen when using linear color space. (1297218)

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

  • Editor: Fixed an issue in Material Editor where large thumbnails were not showing up correctly for material texture properties when the texture type was Texture2DArray or Texture3D. (1288995)

  • Editor: Fixed an issue where both KeyDown and KeyUp events were invoked upon first click in the Game View when it was maximized through context menu. (1325742)

  • Graphics: Fixed an issue where encoding an R8-image to JPG or TGA would result in a cyan-tinted image; The result is now gray, as is the case for R16-images and for encoding to PNG. (1259972)

  • Graphics: Fixed an issue where scratch buffer were reused on Metal which caused a glitch during particle simulation. (1259523)

  • Package Manager: Fixed an issue where closing the sample reimport dialog would execute the reimport action anyway. (1335115)

  • Package Manager: Fixed an issue where reimporting a sample would delete parent folders. (1334082)

  • Particles: Fixed an issue where there was a 2 decimal point restriction in the Duration property. (1319730)

  • Physics: Fixed an issue where inertia tensor was not updating when a collider was removed. (937998)

  • Profiler: Fixed a race condition in the Shadow Casters stat observed which causef inconsistent collection of the stat. (1265648)

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

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

  • Serialization: Fixed a crash on JSONUtility read when a class had both a field named "references" and [SerializedReference] fields. (1198073)

  • Terrain: Fixed an issue where terrain textures were turning black in Editor with MicroSplat asset store plugin. (1323870)

  • UI Toolkit: Fixed an issue where ListView item selection through PointerMoveEvent was not getting the PointerDown in certain cases. (1275295)

  • UI Toolkit: Fixed an issue where the PropertyField would not use a custom label(if provided) when drawing a property with an IMGUI PropertyDrawer. (1329405)

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

  • XR: Added a warning indicatimh when a camera projection sets to Orthographic when XR is running and fixed error spamming. (1305592)

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 2019.4.27f1

Released:

LTS Release 2019.4.27f1

Released:

Known Issues in 2019.4.27f1

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

  • Asset Bundles: Crash on vk::DecompressShader when loading an AssetBundle with AssetBundle.LoadFromFile() and using Vulkan Graphics API (1308947)

  • Editor: Can become slow when inspecting a Scriptable Object with hundreds of serialized fields (1311325)

  • 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)

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

  • 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: 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)

  • UPM: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)

  • UPM: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

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

  • 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)

2019.4.27f1 Release Notes

Improvements

  • Scripting: Added a toggle option to suppress common C# warnings in Unity (enabled by default) in the Player Settings.

  • XR: Updated Windows MR XR SDK Plug-in to 2.8.0.

  • XR: Updated XR Plug-in Management to 4.0.5.

Changes

  • Scripting: Added Flags attribute to SelectionMode enum. (1298921)

Fixes

  • AI: Fixed a crash happening occasionally when computing the NavMesh. (1332341)

  • Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. (1300914)

  • Asset Import: Fixed an issue where External Objects were no longer displayed when selecting a Text Asset. (1301327)

  • Asset Import: Fixed an issue whereby Texture Importer no longer secretly defaults values to a negative. (1204566)

  • Asset Pipeline: Fixed a crash that could occur when downloading assets from cache server. (1319521)

  • Asset Pipeline: Fixed asset that could get reported when projectsetting.asset file is modified directly. (1270162)

  • Editor: Fixed an issue that prevented a developer to enable extended logging to editor.log. The extended logging includes timestamp and thread id (hex) prefix to each entry. (1326076)

  • GI: Fixed an issue that was slowing down the GI main thread initialization on Editor startup. (1162775)

  • Graphics: Fixed an issue where Metal compute shaders were not showing in compiled shader code. (1320184)

  • Graphics: Fixed an issue with the scratch buffer reuse on Metal which could cause unwanted artifacts during particle simulation. (1259523)

  • iOS: Fixed an issue where you are unable to combine the last input character in Text Input Field when character limit exists in some languages. (1321661)

  • iOS: Fixed occasional crash on shutdown in UnityMetalMemorylessDepth. (1333487)

  • Prefabs: Fixed an issue where Instantiating, duplicating or updating prefabs no longer disables and re-enables the whole hierarchy, just the prefab instance. (1269686)

  • Scripting: Fixed an issue during that could occur during the instantiation of Unity objects defined in types and under more than one level of nesting. (1299861)

  • Scripting: Fixed an issue to ensure a virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)

  • Scripting: Fixed an issue whereby Assembly Version Validation can now be enabled or disabled for the editor when the project is setup to run on IL2CPP backend. (1307810)

  • Text: Fixed a potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.

  • Text: Fixed an issue where GetPathsToOSFonts() was not returning all system font files.

  • UI: Fixed a clipping issue with VisualElements that use the GroupTransform hint, the nested masking which is not supported in this version, would force the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen. (1328734)

  • Video: Fixed an issue where "WindowsVideoMedia error 0xc00d36b4" error was thrown when loading a video with the VideoPlayer [Windows 7] . (1306350)

  • XR: Fixed an issue to by adding a warning indication when camera projection sets to Orthographic when XR is running to fix error spamming. (1305592)

  • XR: Fixed an issue whereby Metal textures can now be allocated in XR Provider Plugins and shared via IOSurface.

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 2020.3.9f1

Released:

LTS Release 2020.3.9f1

Released:

Known Issues in 2020.3.9f1

  • Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)

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

  • Mobile: [Android] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

  • Serialization: Editor becomes slow when inspecting a Scriptable Object with hundreds of serialized fields (1311325)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

  • Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)

  • 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)

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

  • DirectX12: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes (1329083)

  • 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)

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

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

  • Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds (1317966)

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

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • 2D: [Skinning Editor] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file (1322204)

  • Packman: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)

  • Animation: AnimationEvent is fired late or isn't fired at all when Animation's 'Motion Time' value is set manually (1324763)

  • Terrain: All the textures are cleared when creating Texture array (1323870)

  • IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu (1313636)

  • Asset Import Pipeline: Prefab script field reference is lost when project is upgraded (1328724)

  • Packman: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

  • Scripting: Increased Script Assembly reload time (1323490)

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

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

  • Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)

2020.3.9f1 Release Notes

Improvements

  • Timeline: Updated Timeline package to version 1.4.8.

  • XR: Updated Windows MR XR SDK Plug-in package to version 4.5.0.

  • XR: Updated XR Plug-in Management package to vesion 4.0.5.

Changes

  • Windows: x86_64 is now the default Windows architecture. (1283651)

Fixes

  • 2D: Fixed an issue where TextureImporter logged inconsistent asset import when SpriteDataAccessor APIs were used. (1331206)

  • Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. (1300914)

  • Android: Fixed an issue when using RenderDoc on Android with Vulkan on some Adreno devices that was caused by Unity's ASTC HDR support detection. (1287309)

  • Audio: Fixed an issue where the audio output device was shut down in edit mode when DSPGraph was running. (1310050)

  • Editor: Fixed an editor freeze when the FixedTimestep setting in the Preferences was set to 0/0. (1326481)

  • Editor: Fixed an issue where a blue line appeared in Editor debug build Inspector windows while hovering between components and without a drag action. (1323348)

  • Editor: Fixed an issue where a blue line appeared when a component could not be placed while reordering or adding new components in the Inspector. (1300581)

  • Editor: Fixed an issue where Animation window keyframe Copy/Paste keyboard shortcuts were not working before the main curve area had been clicked on. (1265480)

  • Editor: Fixed an issue where exceptions were thrown while selecting specific console messages. (1317216)

  • Editor: Fixed an issue where items in the right click menu did nothing on non reorderable arrays in scriptable object with custom editors. (1307389)

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

  • Graphics: Fixed a crash that was caused by using a compute pipeline object after it had been destroyed in Vulkan. (1327421)

  • Graphics: Fixed an issue where an error message when encountering incompatible pipeline stages on DX12 was not removed. (1279311)

  • IL2CPP: Fixed an issue in Unity forma where code stripping returned wrong type in WebGL build. (1311802)

  • iOS: Fixed an issue where the last input character in Text Input Field was unable to be combine when a character limit exists in some languages. (1321661)

  • Physics: Fixed an issue where OnTriggerEnter was not being called after reparenting a Rigidbody. (1323883)

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

  • Scripting: Ensure virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)

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

  • Shaders: Fixed a caching preprocessor not recognising 1.#INF HLSL constant issue. (1331147)

  • Shaders: Fixed an issue where Shader compilation progress bar did not shows total variants correctly. (1201705)

  • WebGL: Fixed an issue where the Garbage Collector could corrupt memory on WebGL. (1303232)

  • WebGL: Fixed the Chrome deprecation warning about the use of SharedArrayBuffer. (1323832)

  • XR: Fixed an issue where Vulkan lazy allocation was not enabled for memory savings on Oculus Quest. (1314165)

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 2020.3.8f1

Released:

LTS Release 2020.3.8f1

Released:

Known Issues in 2020.3.8f1

  • Mobile: [Android] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • MacOS: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

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

  • Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)

  • 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)

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

  • DirectX12: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes (1329083)

  • Mono: Crash starting Unity when using NordVPN (1308797)

  • 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)

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

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

  • Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds (1317966)

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

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu (1313636)

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

  • Physics: OnTriggerEnter gets called after reparenting a RigidBody (1323883)

  • Terrain: All the textures are cleared when creating Texture array (1323870)

  • Packman: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)

  • Animation: AnimationEvent is fired late or isn't fired at all when Animation's 'Motion Time' value is set manually (1324763)

  • Asset Import Pipeline: Prefab script field reference is lost when project is upgraded (1328724)

  • HD RP: The camera doesn't rotate in HDRP Template with the SimpleCameraController.cs script (1326816)

  • Packman: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

  • 2D: [Skinning Editor] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file (1322204)

  • Scripting: Increased Script Assembly reload time (1323490)

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

  • MacOS: [macOS] "build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)

  • Asset Importers: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1313968)

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

  • Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)

2020.3.8f1 Release Notes

Improvements

  • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed. (1322086)

API Changes

  • Editor: Added: EditorUtility SetDefaultParentObject and ClearDefaultParentObject methods were added.

Changes

  • Graphics: Update SRP packages to 10.5.0. See the package change log for additional information.

Fixes

  • 2D: Fixed crash when viewing Sprite Atlas. Disabled code that could potentially cause high memory use and unnecessary object loads at certain conditions. (1330345)

  • Asset Import: Fixed an issue where materials were not allowed to be extracted into packages. (1282867)

  • Asset Import: Fixed an issue where the Texture Importer secretly defaulted values to a negative. (1204566)

  • Asset Import: Fixed an issue where the Texture Preview was not updated correctly when switching from Alpha 8 format. (1181655)

  • Asset Pipeline: Fixed an issue where objects loaded during import in initial script refresh were not unloaded. (1296506)

  • Asset Pipeline: Fixed an issue where the texture importer produced inconsistent import results with sprites. (1244086)

  • Asset Pipeline: Fixed an issue where the Unity version was no longer written to a serialized artifact files that was generated during asset importing. This caused inconsistent import results across Unity versions. For existing projects, users must either do a "Reimport All" or delete the library folder for this fix to take effect. (1310981)

  • Asset Pipeline: Fixed an issue where unsaved changes could be lost when an asset is renamed or moved. (1329404)

  • Editor: Fixed a Gizmo rendering crash in some invalid WheelCollider configurations. (1326188)

  • Editor: Fixed an issue when a maximized instance of Unity on a second, lower resolution display would not remain maximized on that display when the Editor was restarted. (1314966)

  • Editor: Fixed an issue when Unity editor was in lower display scaling wout not remain maximized. (1283299)

  • Graphics: Fixed a "File could not be read" error that was thrown when importing a PNG that has XATTR. (1273050)

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

  • Graphics: Fixed an issue when instanced rendering light layers that were initialized to the default (first light layer) instead of zero to fix the lack of lighting on the instanced objects. (1268590)

  • iOS: Fixed a verticalOrientation deprecation warning that had missing information about ScreenOrientation.PortraitUpsideDown. (1307839)

  • iOS: Fixed an issue where background audio sources were stopped when launching an app with "Disable Unity Audio" checked. (1259748)

  • iOS: Fixed an issue where background audio would not stopped when Unity audio is disabled. (1286259)

  • macOS: Fixed an issue where extraneous dylibs from Contents of built mac player were not removed. (1312216)

  • Package Manager: Fixed an issue where Package Manager window did not pick up the right version when there were multiple versions of the same asset in the cache. (1330231)

  • Physics: Fixed an issue when tweaking ArticulationBody drive parameters would re-initialise anchors. (1315525)

  • Physics: Fixed an issue where Articulation Body Components were not responding to changes in the Inspector window at runtime. (1325234)

  • Prefabs: Fixed an issue where instantiating, duplicating or updating prefabs would not disable and re-enable the whole hierarchy, only the prefab instance. (1269686)

  • Profiler: Fixed an issue that was causing excessive profiling overhead when loading AssetBundles.

  • Scene Manager: Fixed an issue that prevented loading a scene where multiple objects have the same identifier. (1249893)

  • Scripting: Fixed an issue where Assembly Version Validation could not be enabled or disabled from the editor when the project was setup to run on the IL2CPP backend. (1307810)

  • Scripting: Fixed an issue where there were no Flags attribute added to SelectionMode enum. (1298921)

  • Serialization: Fixed an issue where SerializedProperty.propertyPath would not return the same path when invoked multiple times with an array entry path which was no longer there. (1310571)

  • UI Toolkit: Fixed multiple errors that appeared after modifying ScriptableObject's array indirectly. (1303188)

  • Virtual Texturing: Fixed incorrect GI bounce issue from certain materials. (1314358)

  • Windows: Fixed an issue where the object selector opened in between two windows in side-by-side multi-monitor setups. (1289440)

  • XR: Fixed an issue where world space UI would not render in secondary cameras. (1326167)

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 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

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