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Unity 2022 LTS provides a stable foundation for projects that are in production or about to ship. Unity 2022.3 LTS release has the same feature set as the 2022.2 Tech Stream release.

We’re committed to supporting 2022 LTS releases with biweekly updates until mid-2024, after which updates will be monthly until mid-2025 (two years after the initial release date). These updates will only cover fixes aimed at improving the stability of the product to enable users to ship their projects.

Unity 2021.3 is now the legacy LTS. It will be updated monthly until it reaches the end of its support cycle in mid-2024.

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LTS Release 2019.4.37f1

Released:

LTS Release 2019.4.37f1

Released:

Known Issues in 2019.4.37f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler (1400410)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

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

2019.4.37f1 Release Notes

Improvements

  • Android: Stop trimming text input.

  • iOS: Allow picking up a background scene if no foreground scenes were found.

  • Particles: Added texel size and mask interaction shader properties to particle system renderer.

  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.

Fixes

  • 2D: Fixed an issue that uGUI loaded from the asset bundles in the editor is not displayed. (1369873)

  • AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)

  • Asset Import: Fixed an issue where creating an asset during OnPostprocessAllAssets() with custom dependencies registered could cause an infinite import loop. (1383416)

  • Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material is present and we shut down. (1338910)

  • Asset Pipeline: Fixed an issue that empty meta files are handled as malformed now. (1361260)

  • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)

  • Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. (1356566)

  • Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)

  • Editor: Fixed default doc url so it correctly points on 2019 doc. (1397454)

  • Graphics: Fixed potential stall on buffer uploads in OpenGL GfxDevice. (1369478)

  • Graphics: Fixed the following issues:

    • CustomRenderTexture no longer crashes Mac/Linux during circular dependency sorting cases.

    • CustomRenderTexture no longer updates when not called for.

    • CustomRenderTextures that use other CustomRenderTextures to update their contents will now update in the correct order according to their dependencies.

    • CustomRenderTextures with OnDemand and Realtime update mode can now correctly depend on each other in an update chain. (1246473)

  • iOS: Fixed an issue that .meta files are not included anymore in build for plugins of .plugin type. (1184957)

  • iOS: Fixed an issue to ensures Autorotation is disabled when manually specifying Portrait. (1399856)

  • iOS: Fixed an issue to stop CoreText warning spam on iOS15. (1397966)

  • iOS: Fixed Screen.cutouts returns a null value on some iPhones. (1371461)

  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)

  • iOS: Fixed splash screen sometimes showing in the wrong orientation. (1400716)

  • iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. (1381968)

  • Particles: Fixed particle rendering from command buffers. (1263019)

  • Prefabs: Improved error handling when loading broken prefab files. (1251496)

  • Scripting: Fixed an issue to make AddComponent scale better with the projects amount of components. (1278548)

  • Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.

  • uGUI: Fixed an issue that sorting layer is no longer overriden when a canvas is created manually by the user for a Template element (inside Dropdown). (1343542)

  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)

  • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

  • Video: Fixed Video Player crash/malfunction on Android versions less than 9. (1372202)

  • Windows: Fixed crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. (1360010)

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

Package changes in 2019.4.37f1

Packages updated

LTS Release 2020.3.31f1

Released:

LTS Release 2020.3.31f1

Released:

Known Issues in 2020.3.31f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" (1395710)

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

  • IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler (1400410)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

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

  • Metal: Editor crashes on BufferMetal::IsBusy after opening a Scene (1405248)

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

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

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

  • Visual Effects - Legacy: [URP] Particles are flickering when in Play Mode (1390346)

2020.3.31f1 Release Notes

Improvements

  • Android: Updated some APIs to support the behavior changes of LocationManager in Android 12. (1379467)

  • Asset Bundles: Improved performance of Asset Bundle building when many bundles exist. (1358059)

  • IL2CPP: Improved error messages when we cannot compile C++ code due to Visual C++ toolchain or Windows SDK being not installed on the machine. (1287868)

  • Physics: Enabled setting inertia tensor to be equal to zero (infinite). (1394069)

  • Scripting: Improved AddComponent so it scales better with the projects amount of components. (1278548)

  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.

API Changes

  • Shaders: Added: An option in Pass.CompileVariant API to generate shader data for use by external tools. (1371640)

Changes

  • Android: Text input is no longer trimmed. (1376463)

Fixes

  • 2D: Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode. (1391590)

  • AI: Fixed NavMeshAgent teleports to a wrong location when reaching a border carved by a NavMeshObstacle. (1363687)

  • Android: Fixed a crash when using a custom cursor. (1379249)

  • Android: Fixed a crash where app would crash if it was put to background before Unity initialisation and then opened via URL. (1391522)

  • Android: Fixed black screen when resuming application with native dialog present. (1361532)

  • Android: Fixed Oculus on-screen keyboard status when not enabled in manifest. (1361663)

  • Asset Bundles: Fixed an issue that when copying file and meta on disk, renamed asset bundle name is preserved. (1385129)

  • Asset Import: Fixed an issue that AssetImportContext.AddObjectToAssets does not work in AssetPostprocessor methods. (1393009)

  • Asset Import: Fixed an issue that Textures passed to AssetPostprocessor methods have no name.

  • Asset Import: Fixed an issue where the VisualEffectImporter logs an error on every import. (1405641)

  • Asset Pipeline: Fixed an issue that generating previews for scenes could sometimes block saving asset until finished. (1330504)

  • Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. (1356566)

  • Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)

  • Editor: Fixed an issue to prevent missing segments in the Bundle Identifier for Apple platforms by replacing invalid characters with hyphens (similar to Xcode's behaviour). (1352216)

  • Editor: Fixed arrow key functionality in dialogs in the Mac Editor. (1279832)

  • Editor: Fixed exceptions when assigning array size via array size field in ReorderableList inspector control.

  • Editor: Fixed model preview window not rendering UVs due to back face culling being turned on. (1379783)

  • Editor: Fixed ReorderableList element height not updating when dynamic changes to list content happen. (1341015, 1342485, 1342814)

  • GI: Fixed an Editor crash in Optix when Generating Lighting multiple times. (1358477)

  • Graphics: Fixed a potential stall on buffer uploads in OpenGL GfxDevice. (1369478)

  • Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents. (1383853)

  • Graphics: Fixed corruption of mip levels of non-readable ASTC cubemap texture. (1383196)

  • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

  • IL2CPP: Fixed issue with IL2CPP builds where user had configured their own Newtonsoft Json DefaultSettings. (1385676)

  • IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)

  • iOS: Fixed an issue to allow picking up a background scene if no foreground scenes were found. (1400794)

  • iOS: Fixed Screen.cutouts returns a null value on some iPhones. (1371461)

  • iOS: Fixed Screen.orientation setting to ensures Autorotation is disabled when manually specifying Portrait. (1399856)

  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)

  • iOS: Fixed splash screen sometimes showing in the wrong orientation. (1400716)

  • iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. (1381968)

  • Kernel: Fixed invalid "System is running out of memory" error on macOS M1 laptops. (1386242)

  • macOS: Fixed "Already have uncommitted encoder" error present under some circumstances. (1400691)

  • macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS. (1374768)

  • macOS: Fixed an issue that UnityEngine.SystemInfo.processorFrequency returns 0 on Apple Silicon. (1396529)

  • macOS: Fixed incorrect resolution of some editor windows when moving the Editor from a built-in monitor to an external one while in full-screen. (1390919)

  • Mono: Fixed a few SocketAsyncEventArgs methods previously unimplemented. (1388925)

  • Package Manager: Fixed an issue where changes in the project manifest wouldn't be applied when autorefresh is disabled. (1292471)

  • Package Manager: Fixed the issue where loading spinners does not disappear when stopped.

  • Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning. (1403447)

  • Particles: Fixed an issue that the Trail material is restored now if module is toggled off then on again. (1363211)

  • Particles: Fixed memory overwrite when using trails and ringbuffer mode together. (1378274)

  • Particles: Fixed offset param in NativeArray overload of SetPaticles API. (1376804)

  • Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that. (1347970)

  • Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor. (1382934)

  • Scene/Game View: Fixed picking in sceneview for materials with non-2D _MainTex textures. (1288999)

  • Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom<SomeInterface> could return duplicate entries. (1369411)

  • Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.

  • Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content. (1394833)

  • Shaders: Fixed an issue that the Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive altogether. (1388229)

  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)

  • UI Toolkit: Fixed an issue that the Editor Window does not preserve the minimum height and width of UI Elements when resizing it. (1313077)

  • Universal Windows Platform: Fixed an issue that Unity generated UWP project uses hardcoded <defaultLanguage> value of en-US. (1342532)

  • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

  • Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library). (1376489)

  • Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

  • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

  • Windows: Fixed Unity detecting incorrect mouse position when using a touch screen display. (1322364)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2020.3.31f1

Packages updated

LTS Release 2020.3.30f1

Released:

LTS Release 2020.3.30f1

Released:

Known Issues in 2020.3.30f1

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

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

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: On Mac Unity Editor crashes when docking one EditorWindow to the side of a docked window (1397003)

  • MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

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

  • Metal: Editor crashes on BufferMetal::IsBusy after opening a Scene (1405248)

  • Mono: Editor crashes when coming back from Sleep mode (1395629)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Profiling: Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog (1400169)

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

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

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

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.30f1 Release Notes

Improvements

  • Asset Pipeline: Logging done in imports run in an import worker is now forwarded to the main editor log.

  • Asset Pipeline: Logging in import worker will now always log to local import worker log file.

  • Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene.

  • Editor: Added a new API InternalEditorUtility.LoadSerializedFileAndForgetAsync which loads a serialized file on the preload thread.

  • Profiler: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.

  • Scene Manager: Added Developer-only toggle to view Preview Scenes on the hierarchy for debugging purposes.

  • Scene Manager: Added flags to support certain GameObject features in Preview Scenes (Events, GI Lights and Cameras).

  • Scripting: Added a new AsyncReadManager FileInfo() API to check for a file's existence and (if present) the file size.

  • Scripting: Added atomic safety handle boolean validation functions to AtomicSafetyHandle.bindings.cs

Fixes

  • Editor: Fixed incorrect JobsDebugger handling of C# "readonly" keyword.

  • Scripting: Fixed: Unity.IO.LowLevel.Unsafe.ReadStatus.Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.

  • Scripting: Fixed: Unity.IO.LowLevel.Unsafe.ReadStatusExtension methods - Unity.IO.LowLevel.Unsafe.ReadStatusExtension.Complete() returns true on successful completion regardless of truncated file reads.

  • Scripting: Updated NativeArray and NativeSlice Enumerator MoveNext functions with a define conditional atomic safety handle boolean check to ensure that existing enumerators return false when MoveNext() is called instead of throwing an exception.

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2020.3.30f1

LTS Release 2019.4.36f1

Released:

LTS Release 2019.4.36f1

Released:

Known Issues in 2019.4.36f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

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

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

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

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.36f1 Release Notes

Changes

  • 2D: Updated the minimum required version of the Unity Editor for 2D Animation and 2D Common to 2019.4.34f1.

Fixes

  • 2D: Fixed an issue that Sprite Skin's help button now leads to the correct documentation page. (1383765)

  • 2D: Fixed an issue where a Sprite Skin outside of the camera frustum enters the frustum, which could cause an editor and player crash. (1377867)

  • Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass. (1374806)

  • Android: Fixed an issue that the Android minimum bundle version is set to greater than 0. (1307476)

  • Android: Fixed constant buffer element alignment when using OpenGL ES. (1322517)

  • Animation: Fixed a potential crash when modifying an animation override controller which is in use during a state machine enter / exit behavior callback. (1346587)

  • Animation: Fixed AnimationStream unbound handle exceptions when changing override controller in the animator. (1180557)

  • Editor: Fixed an issue to prevents a null reference exception when an object with a LODGroup containing a null renderer is selected in the editor. (1381342)

  • Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported. (1355265)

  • iOS: Fixed an issue that the QuickType bar is now hidden on iOS15 when Keyboard autocorrection is set to false. (1381272)

  • iOS: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window. (1321829)

  • Particles: Fixed Forcefield Vortex determinism. (1365909)

  • Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players. (1377934)

  • Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions. (1386532)

  • Services: Fixed a crash which occured with Il2cpp, engine stripping enabled and Analytics enabled, but without the analytics package installed. (1377563)

  • Shaders: Fixed a misleading comment in UnityCG.cginc. (1374639)

  • Shaders: Fixed an issue where Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive altogether. (1388229)

  • Shaders: Fixed error messages by adding shader name to the error description when failing to compile or link GLSL shaders. (1378687)

  • Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. (1388530)

  • Shaders: Fixed shader stage specific keywords breaking shaders on Vulkan/Metal/GL.

  • Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. (1378000)

  • TextCore: Fixed a potential editor crash due to invalid system font file being present on a user system where such font file is missing a font family and / or style name. (1382082)

  • Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed. (1368301)

  • Video: Fixed TLS Allocator errors on fresh import (video importer).

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

Package changes in 2019.4.36f1

Packages updated

Packages added

LTS Release 2020.3.29f1

Released:

LTS Release 2020.3.29f1

Released:

Known Issues in 2020.3.29f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Editor: Unity Editor crashes when docking one EditorWindow to the side of a docked window (1397003)

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

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

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

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Profiling: Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog (1400169)

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

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

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

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

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.29f1 Release Notes

Fixes

  • Android: Fixed app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame. (1380363)

  • Asset Pipeline: Fixed an issue that deleting invalid asset paths don't throw ArgumentNullException when using Perforce as VCProvider. (1333656)

  • Core: Updated libcurl to 7.80. (1383040)

  • Editor: Fixed an issue that the Asset Labels UI will now be available when editing package assets providing the asset metafile can be modified. (1335148)

  • Graphics: Fixed a race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers. (1376967)

  • Graphics: Fixed sporadic freeze during texture upload, mainly on ARMv8 platforms. (1345518)

  • Kernel: Fixed unintentional deletion of project assets directory by adding additional checks. (1382446)

  • macOS: Fixed a bug related to creating a new Unity project inside a directory with Unicode characters. (1377915)

  • Particles: Fixed Forcefield Vortex determinism. (1365909)

  • Scripting: Fixed an exception being thrown when resolving a missing assembly because OS does not provide a Global Assembly Cache. (1383700)

  • Shaders: Fixed an issue where the number of skipped shader variants are now added to the shader compilation log output. (1389276)

  • Shaders: Fixed an OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. (1388530)

  • Shaders: Fixed incorrect errors by adding shader name to the error description when failing to compile or link GLSL shaders. (1378687)

  • Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. (1378000)

  • WebGL: Fixed a template breaking if quotation marks are used in company name or product name. (1370946)

  • Windows: Fixed a signing issue and now 32-bit Windows standalone player binaries are signed with Unity certificate. (1382876)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2020.3.29f1

Packages updated

LTS Release 2020.3.28f1

Released:

LTS Release 2020.3.28f1

Released:

Known Issues in 2020.3.28f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

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

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

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

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Profiling: Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog (1400169)

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

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

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Scripting: [MacOS] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles (1383700)

  • Shader System: Shader stripping crashes when it gets too many variants (1388530)

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

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera (1394756)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.28f1 Release Notes

Improvements

  • Graphics: Improved QualitySettings.maxQueuedFrames, it now works in Vulkan API.

  • IL2CPP: Added support for Il2CppSetOption attribute on structs and assemblies.

  • XR: Added support for late latch debug mode to help verify late latch functionality.

API Changes

  • Particles: Added: Added a version of GetTrails that doesn't allocate any garbage. (1394062)

Fixes

  • 2D: Fixed an issue that it is now able to change mipmap settings in inspector. (1379426)

  • 2D: Fixed an issue that Sprite Skin's help button now leads to the correct documentation page. (1383765)

  • 2D: Fixed an issue where a Sprite Skin outside of the camera frustum enters the frustum, which could cause an editor and player crash. (1377867)

  • AI: Fixed an issue where the NavMesh obstacle carving caused narrow gaps in the NavMesh. (1363972)

  • Android: Fixed Android minimum bundle version to greater than 0. (1307476)

  • Android: Fixed Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass. (1374806)

  • Animation: Fixed a potential crash when modifying an animation override controller which is in use during a state machine enter / exit behavior callback. (1346587)

  • Animation: Fixed null reference in AvatarMaskInspector on ToggleAll. (1369846)

  • Asset Pipeline: Fixed an issue that empty meta file is handled as malformed meta file. (1361260)

  • Asset Pipeline: Fixed an issue where creating an asset during OnPostprocessAllAssets() with custom dependencies registered could cause an infinite import loop. (1383416)

  • Asset Pipeline: Fixed an issue where Mono scripts containing namespaces with invalid characters were not reimported. (1354597)

  • Editor: Fixed an issue that UnityBugReporter was missing some Qt library dependencies, and would fail to start. (1283622)

  • Editor: Fixed Unity does not load the last scene after a crash. (1308699)

  • GI: Fixed an issue that black light probes after duplicating baked geometry during the bake with CPU Lightmapper. (1332156)

  • Graphics: Fixed a Vulkan crash when using a material that generates empty cbuffer bind mask. (1368933)

  • Graphics: Fixed particles flickering on metal. (1375960)

  • Graphics: Fixed Vulkan instable frame time and input lag due to queuing too many frames. (1331307)

  • IL2CPP: Fixed parsing of --custom-step command line argument to UnityLinker. (1351726)

  • iOS: Fixed an issue that On Demand Resources setting in XCode project is always set to the value set in Unity Player Settings. (1379736)

  • iOS: Fixed an issue that the QuickType bar is now hidden on iOS15 when Keyboard autocorrection is set to false. (1381272)

  • iOS: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window. (1321829)

  • macOS: Fixed an issue that MacOS player is now built with released xcode, also fixed a TestFlight warning about using beta Xcode.

  • Package Manager: Fixed an issue that Unity terminates with error code 0 when an exception occurs while importing a package in bach mode. (1375776)

  • Particles: Fixed right-click context menu for Renderer module Inspector. (1372195)

  • Prefabs: Fixed an error that is thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components. (1362574)

  • Prefabs: Fixed missing required component causing import loop and log spamming. (1319932)

  • Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players. (1377934)

  • Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions. (1386532)

  • Profiler: Fixed an issue to remove Gfx Used and Reserved Memory from counters available in release players. (1339707)

  • Profiler: Fixed Memory Profiler capture reloading unloaded assets referenced by scripts. (1385805)

  • Scripting: Fixed an issue when opening a project using rulesets coming from a package on disk, this does not trigger a compilation error anymore. (1349517)

  • Services: Fixed a crash which occured with Il2cpp, engine stripping enabled and Analytics enabled, but without the analytics package installed. (1377563)

  • TextCore: Fixed potential editor crash due to invalid system font file being present on a user system where such font file is missing a font family and / or style name. (1382082)

  • Universal Windows Platform: Fixed "TlsException: Handshake failed - error code: UNITYTLS_INTERNAL_ERROR, verify result: 4294950016" error when using System.Net.Http on ARM64 machines/devices. (1387294)

  • WebGL: Added mapping of the input coordinates from the css resolution to the canvas resolution, fixed handling of HDPI scaling. (1302367)

  • WebGL: Added Support for mobile WebGL touch events to Immediate Mode GUI when the New Input System package is used. (1300223)

  • WebGL: Fixed mouse position in the old input system when the cursor is locked. (1338936)

  • XR: Fixed XRBeginFrame event added to frame debugger even if VR isn't enabled. (1374542)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2020.3.28f1

Packages updated

LTS Release 2020.3.27f1

Released:

LTS Release 2020.3.27f1

Released:

Known Issues in 2020.3.27f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Build Pipeline: Windows build fails when using Deltatre Magma Engine (1382217)

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

  • IL2CPP: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android (1391435)

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

  • Metal: Stuttering in Play mode when VSync is disabled (1373811)

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

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Physics: Cloth performance drops when increasing the number of GameObjects with Cloth and then decreasing it (1173457)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

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

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

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Scripting: Editor sometimes crashes when entering Play Mode (1380226)

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

  • Scripting: [MacOS] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles (1383700)

  • Shader System: Shader stripping crashes when it gets too many variants (1388530)

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

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera (1394756)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.27f1 Release Notes

Improvements

  • Physics: Improved the performance of recreating 2D colliders under some circumstances. (1384863)

  • XR: Fixed TryGetBoundaryPoints to return proper boolean values.

Fixes

  • AI: Fixed an issue that the NavMesh.CalculatePath is missing link exit corner. (1373302)

  • Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. (1368858)

  • Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android. (1344866)

  • Asset Import: Fixed an additional "Downloading from cache server" progress bar update just prior to beginning the cache server download during asset import. (1352678)

  • Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database. (1370398)

  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1384729)

  • Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. (1357782)

  • Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. (1327550)

  • Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. (1362634)

  • Editor: Fixed a ReorderableList flicker when moving between multiple inspectors. (1353819)

  • Editor: Fixed an issue that last opened project will not be loaded during license activation in batchmode if no project path is specified explicitly (-createproject, -projectpath, -openfile flags). (1337076)

  • Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout. (1361464)

  • GI: Fixed a crash when baking 4K lightmap with maximum AA setting. (1318800)

  • GI: Fixed an issue that light probe now produces valid output when punctual light overlaps it. (1242829)

  • GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space. (1352673)

  • Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. (1249348)

  • Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported. (1355265)

  • IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL. (1358995)

  • IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector, it no longer breaks the inspector. (1379541)

  • iOS: Fixed a rare crash when quiting app during orientation change. (1389840)

  • Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements. (1373355)

  • macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup. (1272819)

  • Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)

  • Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. (1345964)

  • Prefabs: Fixed a crash when setting hide flags on PrefabInstance objects with missing source prefab. (1381563)

  • Scene Manager: Fixed an issue to align scene and instantiation behavior when loading a new scene between Editor and Build. (1046181)

  • Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. (1300336)

  • Scripting: Fixed an issue that C# scripts containing invalid characters in disabled conditional sections are now correctly imported. (1279339)

  • Scripting: Fixed an issue when adding "com.unity.ui" and "com.unity.rendering.hybrid" packages to a project, could lead to "Fail to copy dll/pdb" errors when compiling scripts.

  • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

  • Serialization: Fixed TypeTreeCache cache key computation. (1377929)

  • Shaders: Fixed a compiler error with missing splat constructors with some platform compilers. (1352016)

  • Shaders: Fixed a crash when using SV_COVERAGE in a fragment input. (1379259)

  • Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient. (1358042)

  • UI Toolkit: Fixed Hierarchy Duplicate command sometimes not working on Windows for UI Builder.

  • UI Toolkit: Fixed null checks against UXML Traits returning null references. (1372713)

  • Universal Windows Platform: Fixed Application.targetFrameRate rendering at significantly lower frame rate than specified. (1373355)

  • Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed. (1368301)

  • Video: Fixed a crash when aspect ratio is too big. (1347100)

  • Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. (1373881)

  • XR: Fixed an issue that Mock HMD no longer spews errors in play mode: "Attempting to determine the size of an unknown feature type Id [-1].". (1289987)

System Requirements

For development

OS: Windows 7 SP1+, 10, 64-bit versions only; macOS 10.13+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 11.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2020.3.27f1

Packages updated

LTS Release 2019.4.35f1

Released:

LTS Release 2019.4.35f1

Released:

Known Issues in 2019.4.35f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • IL2CPP: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android (1391435)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

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

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

  • Shader System: Shader stripping crashes when it gets too many variants (1388530)

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

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.35f1 Release Notes

Improvements

  • IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.

  • Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)

  • Shaders: Fixed a build failing when a shader from always included list has 1M variants before stripping. (1379096)

  • Shaders: Improved Shader binary compression and now it utilizes more than one core. (1375627)

Fixes

  • 2D: Fixed an issue and now Sprite selection now reacts only to the left mouse button. (1371567)

  • 2D: Fixed an issue that Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered from the Prefab mode. (1383944)

  • 2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. (1378775)

  • Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. (1368858)

  • Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)

  • Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. (1379427)

  • Android: Fixed leaked Java local reference when creating new Java object. (1366122)

  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1384729)

  • Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source. (1363271)

  • Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. (1357782)

  • Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. (1327550)

  • Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. (1346442)

  • Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. (1362634)

  • GI: Fixed an issue that light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

  • GI: Fixed an issue that mixed point/spot lights with shadows disabled now contribute direct light to static objects on subtractive lighting mode. (1350852)

  • Graphics: Fixed a bug where mip map streaming did not work after setting a material with streamable textures on a renderer. (1302707)

  • Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)

  • Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. (1249348)

  • Graphics: Fixed an issue so that Input delay in Vulkan standalone when VSync is enabled has been reduced. (1282463)

  • IL2CPP: Fixed a race condition loading string literal values. (1379139)

  • IL2CPP: FIxed an issue to correctly indicate that blittable types nested in generic types are indeed blittable. (1368711)

  • IL2CPP: Fixed an issue to ensure ThaiBuddistCalendar, UmAlQuraCalendar, and HijriCalendar survive code stripping when needed. (1158527)

  • IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. (1335434)

  • Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. (1373945)

  • iOS: Fixed a crash on iOS when requesting WebCam and Mic permission at the same time as different operations. (1330126)

  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)

  • iOS: Fixed a rare crash when quiting app during orientation change. (1389840)

  • iOS: Fixed an issue with game objects' colors in light mode. (1379817)

  • macOS: Fixed a bug where Unity may crash if shut down quickly after startup. (1272819)

  • macOS: Fixed an issue that NDK not being executed when building exported Android IL2CPP project on Apple Silicon. (1386482)

  • Mono: Fixed a rare hang that would occur when opening the editor during asset import. (1341730)

  • Package Manager: Fixed an issue with documentation and now the built-in documentation link opens the right editor version url. (1376379)

  • Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. (1345964)

  • Scripting: Fixed an issue that the Player settings UI now correctly set Assembly Version Validation setting for the editor (before it only applied to Player build). (1378650)

  • Scripting: Fixed an issue where messages from the compiler containing special character were not correctly printed in the console. (1220668)

  • Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)

  • UI Toolkit: Fixed a performance test issue for UI Toolkit renderer repaints. (1337832)

  • UI Toolkit: Fixed an issue that scissor clipping on hidden elements now work properly. (1340827)

  • WebGL: Added a workaround to Chrome specific Web Audio performance issue. See https://bugs.chromium.org/p/chromium/issues/detail?id=1133233. (1270768)

  • WebGL: Fixed a tapping sound when pausing audio. (1238052)

  • WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)

  • WebGL: Fixed mouse wheel scrolling with the new input system on WebGL. (1264545)

  • Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. (1373881)

  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)

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

Package changes in 2019.4.35f1

Packages updated

LTS Release 2020.3.26f1

Released:

LTS Release 2020.3.26f1

Released:

Known Issues in 2020.3.26f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Build Pipeline: Windows build fails when using Deltatre Magma Engine (1382217)

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

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

  • Metal: Stuttering in Play mode when VSync is disabled (1373811)

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

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

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

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

  • Scene Management: Crash when calling hideFlags after removing missing nested prefab (1381563)

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Scripting: Editor sometimes crashes when entering Play Mode (1380226)

  • Scripting: [MacOS] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles (1383700)

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

  • Shuriken: [Particles] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System (1379541)

  • Shuriken: [URP] Particles are flickering when in Play Mode (1390346)

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.26f1 Release Notes

Features

  • Version Control: Added option to "Save Revision as" to the context menu in the changesets view.
    • Added incoming changes overview bar for Gluon workspace.

Improvements

  • Documentation: Improved Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.

  • Documentation: Updated TextAsset text getter documentation. (1341180)

  • IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.

  • IL2CPP: Improved the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check.

  • Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping. (1379096)

  • Shaders: Improved Shader binary compression, it is now utilizing more than one core. (1375627)

  • Version Control: Fixed capitalization of Pending Changes and File History tab names.

    • Fixed the amount of spacing after the Item column title in the Pending Changes tab.

    • Removed pin striping from line items in File History tab.

    • Fixed project view context menu and icons missing after Collaborate project migration.

    • Fixed migrated projects not downloading correctly from Unity Hub.

Changes

  • Graphics: Updated SRP to 10.8.1. Release notes available here:

    • https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.8/changelog/CHANGELOG.html
  • Version Control: Updated Verson Control to 1.15.7. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15/changelog/CHANGELOG.html

    • Moved Plastic Package settings to the Unity Project Settings window.

    • Refined styling for Updating Workplace success state.

    • Updated texts for empty state and overview bar.

    • Removed Incoming Changes notification from empty state.

    • Updated the text for Forced Checkout option.

    • Refined the status overlay icons.

    • Updated the refresh icon on the toolbar.

    • Updated the texts for empty checkin message dialog.

  • XR: Updated OpenXR package to 1.3.1. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/changelog/CHANGELOG.html

Fixes

  • 2D: Fixed an issue that per-platform settings does not get applied in Windows platform. (1376608)

  • 2D: Fixed an issue where Sprite reference missing after loading scene from AssetBundles. (1274645)

  • 2D: Fixed an issue where Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered. (1345723)

  • 2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. (1378775)

  • Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)

  • Android: Fixed the issue that Compass.headingAccuracy will now report one of predefined values instead of 0. (1304067)

  • Asset Pipeline: Fixed an issue that asset reference no longer getting lost, if asset is modified and domain reload is done in the same refresh. (1357812)

  • Audio: Fixed a crash that occurs when removing a custom filter from a game object and then stopping the associated audio source. (1363271)

  • Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. (1346442)

  • Editor: Fixed a PackageManager memory leak when continuously opening the window. (1362559)

  • GI: Fixed a warning in editor "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window. (1367809)

  • GI: Fixed an issue that caused baked lighting to still be visible even after scene unload. This could happen when using addressables for example. (1373923)

  • GI: Fixed an issue to ensure that mixed spot/point lights with no shadows bake their direct lighting in subtractive lighting mode. (1350852)

  • Graphics: Fixed a bug that mip map streaming now works after setting a material with streamable textures on a renderer. (1302707)

  • Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)

  • Graphics: Fixed a missing conversion from compressed blendIndices on D3D platform. (1365939)

  • IL2CPP: Fixed an issue that blittable types nested in generic types are indeed blittable. (1368711)

  • IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. (1335434)

  • Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. (1373945)

  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)

  • iOS: Fixed game objects' colors in light mode. (1379817)

  • Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset. (1294627)

  • License: Fixed an license error that prevents upgrading any existing project to 2022.1.0a14. (1377916)

  • Linux: Fixed an issue that mouse scroll wheel inputs are ignored when providing inputs through RDP. (1372701)

  • Mono: Fixed an issue where the timeout of a HttpClient handler was not being used for requests. (1365107)

  • Physics: Fixed an issue that HingeJoint2D now correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque. (1384707)

  • Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value. (1379145)

  • Scripting: Fixed Analyzer from package failures, when the project name have whitespaces. (1383680)

  • Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)

  • uGUI: Fixed an issue that when a canvas is created manually by the user for a Template element (inside Dropdown), its Sorting Layer is no longer overriden. (1343542)

  • uGUI: Fixed an issue where uGUI was not be able to tell which gameview (screen) was clicked on as the mechanics for playmode dont work the same. (1315870)

  • UI Toolkit: Fixed focus on ListView when scrolling. (1271674)

  • VFX Graph: Fixed an issue that Visual Effects in prefabs no longer always show as modified. (1285787)

  • WebGL: Fixed a tapping sound when pausing audio. (1238052)

  • WebGL: Fixed an issue with AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)

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 2020.3.25f1

Released:

LTS Release 2020.3.25f1

Released:

Known Issues in 2020.3.25f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Build Pipeline: Windows build fails when using Deltatre Magma Engine (1382217)

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

  • IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

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

  • Metal: GameObject's colors are rendered differently in the iOS build compared to the colors in the Editor (1379817)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

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

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

  • Scene Management: Crash when calling hideFlags after removing missing nested prefab (1381563)

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Scripting: Roslyn Analyzers cause a Compiler error when project name contains white spaces (1383680)

  • Scripting: [MacOS] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles (1383700)

  • Serialization: [CacheServer] Editor crashes when "IP Address" in Project Settings is empty (1373314)

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

  • Shuriken: [Particles] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System (1379541)

  • WebGL: Creating a mesh in Play Mode causes a "abnormal mesh bounds" error when build target is WebGL (1364263)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.25f1 Release Notes

Improvements

  • Animation: Improved performance with generating animation bindings. (1353998)

  • Profiler: Improved performance when platform profiler is attached by removing subscription to counters in native profiler plugins. (1378190)

API Changes

  • UI Toolkit: Added: The following public UI Toolkit APIs:

    • BasePopupField.choices

    • MaskField.choices

    • MaskField.choicesMasks

Changes

  • Graphics: Updated Postprocessing v2 package to 3.2.0. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/changelog/CHANGELOG.html

  • Package Manager: Updated com.unity.purchasing to 4.1.2. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/changelog/CHANGELOG.html

  • Services: Renamed Unity Analytics to Legacy Analytics in order to aid deprecation of the Analytics package.

  • XR: Updated OpenXR Package to 1.3.0. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/changelog/CHANGELOG.html

Fixes

  • Android: Fixed an issue that IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag are now triggered when using Samsung S-Pen. (1364109)

  • Android: Fixed an issue that leaked Java local reference when creating new Java object. (1366122)

  • Android: Fixed an issue that Pen.current is always null when using Samsung S Pen. (1378794)

  • Android: Fixed an issue with input and Stylus input is now treated as a touch rather than mouse in the older input system. (1246579)

  • Android: Fixed an issue with input and touches are now registered when Samsung S Pen is used to touch screen. (1370814)

  • Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. (1379427)

  • Android: Fixed Input.mouseScrollDelta Y-axis changing issue when using Samsung S Pen. (1378504)

  • Asset Pipeline: Fixed an assert issue when fetching previews for assets in AssetBundles. (1311115)

  • Editor: Fixed an issue that the frame debugger does not update issue after clicking frame navigation arrows. (1329150)

  • Editor: Fixed an issue that the gameview is not responding to some input when the mouse is over another window in the macOS editor. (1358134)

  • Editor: Fixed DontSaveInEditor and now it works as intended on Prefab instances. (1363573)

  • Editor: Fixed editor crashes when exiting and keeping a tutorial project. (1338299)

  • Game Core: Fixed an issue that Suspend/Resume will no longer cause a crash during scene load. (1379825)

  • GI: Fixed a crash with CPU OpenCL devices. (1338498)

  • GI: Fixed a rare infinite loop when baking reflection probes while shaders are asynchronously compiling. (1376248)

  • GI: Fixed an issue that cookies on baked point lights ignoring light rotation. (1289490)

  • GI: Fixed an issue where setting baked light probe coefficients to an empty array causes a crash. (1342068)

  • Graphics: Fixed an issue that now it is possible to create textures using deprecated ASTC enums. (1277203)

  • Graphics: Fixed an issue where editor warnings concerning the decompression of compressed formats were still not properly muted. (1329157)

  • IL2CPP: Fixed an issue and now the debugger is able to grow the frame capacity on-demand. (1360149)

  • IL2CPP: Fixed the order of operations for Thread Volatile Read and Write. (1373882)

  • iOS: Fixed a crash when performing two Microphone/WebCam permission requests at the same time. (1330126)

  • iOS: Fixed an iOS hanging and crashing when a call comes in. (1368258)

  • iOS: Fixed an issue that extra frame not being rendered on iOS when "Render Extra Frame on Pause" is enabled in iOS player settings. (1362184)

  • Networking: Fixed an issue and the UnityWebRequest will no longer warn when setting the Accept-Encoding header. (1355007)

  • Package Manager: Fixed an issue that the builtIn documentation link now opens the right editor version url. (1376379)

  • Package Manager: Fixed errors on the UI Toolkit when the Package Manager Project Settings stylesheet is loaded. (1292279)

  • Particles: Fixed an exception on WebGL builds when pre-allocating Particle System memory for systems using infinite lifetimes. (1320919)

  • Prefabs: Fixed a crash when Exiting Play mode with Multiple scenes loaded. (1298007)

  • Project Browser: Fixed an issue that the Project Browser slider is now correctly restored when clearing the search field after selecting a favorite filter. (1348825)

  • Scene/Game View: Fixed MonoBehaviour icons not rendering in Scene View when selected. (1379500)

  • uGUI: Fixed validation with the localPosition, now it is validated each time an object is reset. (1367658)

  • UI Toolkit: Fixed a PropertyField problem when SerializedProperty has invalid enum index set. (1360996)

  • UI Toolkit: Fixed an ArgumentException when the PropertyField is bind to the BuildTarget enum Popup/Dropdown (Enum-compatible) fields. Now unselected/invalid values are gracefully handled. (1304581)

  • UI Toolkit: Fixed an issue when loading a project that contains a dialog that is embedded in the editor, the dialog's CreateGUI callback is invoked after the Awake and OnEnable callbacks. (1326173)

  • UI Toolkit: Fixed an issue with performance test for UI Toolkit renderer repaints. (1337832)

  • Universal Windows Platform: Fixed an issue that Screen.currentResolution.refreshRate now returns the actual screen refresh rate. (1373342)

  • Universal Windows Platform: Fixed an issue that the Application.internetReachability now correctly detects internet being unreachable when there is a LAN connection but no way to the actual Internet. (1351079)

  • Universal Windows Platform: Fixed packaging app fails with error "Merge failure for shared merged PRI file : error 0x80070490" when building a fat app package for both x64 and ARM64. (1375766)

  • Video: Fixed an issue that the Source Info text of the Video asset is barely visible. (1328269)

  • WebGL: Fixed an issue that the CustomRenderTexture will now work with doubleBuffer on WebGL. (1339213)

  • WebGL: Fixed fullscreen mode on Safari where the Player window is not expanded fully. (1347304)

  • Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time. (1382924)

  • Windows: Fixed missing window resize events when using on demand rendering. (1324843)

  • Windows: Fixed touch up events getting missed in rare circumstances on some touchscreen devices. (1322180)

  • XR: Fixed foveated rendering on Oculus devices. (1382093)

  • XR: Fixed slow performance on Quest when terrain includes trees. (1308585)

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

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