Long Term Support

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 2018.4.35f1

Released:

LTS Release 2018.4.35f1

Released:

Known Issues in 2018.4.35f1

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

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

  • Packman: Package Manager doesn't show available updates (1304459)

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

2018.4.35f1 Release Notes

Fixes

  • Android: Fixed freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)

  • Editor: Fixed such that tooltips are now passed through into PropertyDrawers as part of the label. (885341)

  • GI: Fixed a crash in progressive lightmapper seam stitching when adding a mesh containing NaNs. (1263058)

  • GI: Fixed a null pointer bug in graphics bindings. (1310875)

  • GI: Fixed crash when baking with Enlighten on a system with more than 64 threads. (1229259)

  • IL2CPP: Fixed crash due to race condition allocating memory in MetadataCache::GetGenericInst. (1323462)

  • IL2CPP: Fixed crash in il2cpp::vm::LivenessState::AddProcessObject. (1315058)

  • Linux: Reduced log spam when loading lots of assets. (1320406)

  • Prefabs: Fixed issue where adding and applying new events to a deeper level Prefab when there is an event already corrupts the newly added events. (1292519)

  • Scripting: Fixed "PrecompiledAssemblyException" errors when using ForceReserializeAssets on TMP. (1307672)

  • Scripting: Fixed identical DLL files targeting different builds with Define Constraints conflicting with each other when building a project. (1143118)

  • Text: Fixed GetPathsToOSFonts() not returning all system font files.

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

  • Video: Fixed crash when calling PausePlayback after VideoPlayer has been destroyed. (1241848)

  • XR: Fixed clipping planes for photo and video cameras in WMR applications.

LTS Release 2019.4.26f1

Released:

LTS Release 2019.4.26f1

Released:

Known Issues in 2019.4.26f1

  • 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)

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

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

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

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

  • Linux: Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

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

  • Package Manager: 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)

  • 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)

  • 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: "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer on Windows 7. (1306350)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

2019.4.26f1 Release Notes

Improvements

  • Burst: Fixed a known issue with Windows Native Debuggers and Dll numbers + workarounds.

Changes

  • Package: Updated Cinemachine to 2.6.4.

  • XR: Updated the verified AR Foundation related packages to 2.1.18. Please see the AR Foundation package changelog for details.

Fixes

  • AI: Fixed an issue with OffMeshLink prefab leaking to the main scene after closing the prefab window. (1120451)

  • Android: Fixed an issue where AutoRotation was not working on dual screen devices. (1259295)

  • Android: Fixed black Unity view after pausing the app when in-app purchase dialog is shown. (1249179)

  • Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations. (1321141)

  • Burst: Fixed a broken link for known issues with debugging and profiling.

  • Burst: Fixed an issue when generating Line Table only debug information, an unreachable could occur due to a missing check.

  • Burst: Fixed an issue where the multi-CPU dispatcher, which is used for player builds targetting multiple CPU architectures, could end up generating invalid instructions.

  • Burst: Fixed an issue where the PDB debug information for instance methods that also used struct return were incorrect.

  • Editor: [Collab] - Fixed an issue to defer handling for downloading plastic cloud projects so package manager will initialize the default packages. (1319580)

  • Editor: Fixed crash when duplicating a GameObject with HideInHierarchy flag. (1288394)

  • GI: Fixed an issue where sometimes the Bug Reporter would not launch when Unity crashed.

  • Graphics: Fixed a possible crash on Adreno when using RenderPass API and Vulkan. (1282143)

  • Graphics: Fixed an issue that occurred if the render pipeline was set to null in Graphics settings and there was a render pipeline present in Quality settings. The current render pipeline was being set to the render pipeline in quality settings where the expected behavior was that the current render pipeline should be null. (1190166)

  • Graphics: Fixed an issue when loading .png files with large chunks. (1273050)

  • Graphics: Fixed an issue where invalid motion vector state was being sent to the GPU, causing severe 1 frame Motion blur artifacts occurred on editing of blend shapes. (1299209)

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

  • Graphics: Fixed performance issue when loading textures direct to GPU memory from LZ4 compressed packages. (1307820)

  • IL2CPP: Fixed a possible crash when attaching a debugger or setting breakpoints. (1327376)

  • IL2CPP: Fixed CultureInfo.DateTimeFormat being loaded incorrectly in some locales. (1252269)

  • iOS: Fixed an issue with the verticalOrientation deprecation warning text by adding missing information about ScreenOrientation.PortraitUpsideDown. (1307839)

  • iOS: Fixed external screen turning black (instead of mirroring) upon connecting it through airplay in case of nothing being rendered there by the game. (1261950)

  • Linux: Fixed an issue to install sysroot packages automatically only when Linux IL2CPP is present. (1325982)

  • Linux: Reduced log spam when loading lots of assets. (1320406)

  • Particles: Fixed Simulate behaviour being incorrectly labelled as Prewarm in the profiler. (1296365)

  • Prefabs: Fixed an issue so that the scene is no longer dirty after dragging a Prefab into the Scene view and then undoing. (1299185)

  • Scripting: Fixed modifying Assembly Definitions results in recompile all.
    When Adding/Removing/Moving we still result in a recompile all. But we are working towards getting this fixed as well. (1268925)

  • Timeline: Fixed timeline audio playing on timelines with GameTime update mode when Time.timeScale is 0. (1269783)

  • Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set. (1320676)

  • Version Control: Fixed a crash on initial script recompilation when script tried to checkout assets. (1275692)

  • Video: Changing VideoPlayer.frame before playing the video will no longer change Video clock time. (1297646)

  • Video: Fixed an issue where Stereoscopic layout controls were missing in VideoPlayer and Skybox Panoramic shader. (1307239)

  • Video: Fixed an issue where VideoPlayer.frameReady was not getting invoked after seeking a video to a frame. (1302462)

  • XR: Fixed an issue so that EditorXR edit mode now works with XR.SDK. (1318732)

  • XR: Fixed an issue with clipping planes for photo and video cameras in WMR applications.

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 2020.3.7f1

Released:

LTS Release 2020.3.7f1

Released:

Known Issues in 2020.3.7f1

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

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

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

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

  • 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)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • 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)

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

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

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

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

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

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

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

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

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

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

  • Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 (1326481)

  • Scene/Game View: [Wild Crash] Editor crashes on mono_aot_get_cached_class_info when GizmoSetup has cached an outdated data (1259765)

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

  • 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)

2020.3.7f1 Release Notes

Changes

  • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

Fixes

  • Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)

  • Android: Fixed an issue where AutoRotation would not work on dual screen devices. (1259295)

  • Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal. (1308930)

  • Animation: Fixed an issue where the StateMachineBehaviour callback had been called when playable is paused. (1321298)

  • Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations. (1321141)

  • Asset Pipeline: Fixed an issue where an asset could get reported when projectsetting.asset file was modified directly. (1270162)

  • Asset Pipeline: Fixed an issue where the main object name was not updated as appropriate when moving/renaming a file. (1210886)

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

  • Asset Pipeline: Fixed issue where hash of a .asset file on disk was being updated locally without going through the AssetDatabase, resulting in native source assets to not be reloaded. (1183116)

  • Build Pipeline: Fixed an edge case where windows relative paths were not handled correctly. (1318673)

  • DX12: Fixed a D3D12 memory leak with RenderTexture.enableRandomWrite (mostly happens when using SRPs with multiple cameras). (1329472)

  • Editor: Fixed a ReorderableList multi-target performance issue. (1279141)

  • Editor: Fixed an issue where ReorderableList was not getting expanded height for lists inside properties. (1324456)

  • Editor: Fixed ConsoleWindow copy for SafeMode. (1276089)

  • Editor: Removed EditorGUIUtility.GetSkinnedIcon and EditorGUIUtility.GetSkinnedIconForDpi to fix unloading of unused textures. Moved part of the implementation in C++ while keeping the features provided by the removed functions. (1308097)

  • GI: Fixed an editor crash when baking lightmaps with custom data. (1293007)

  • GI: Fixed an issue where progressive updates were not working for the first bake of an editor session. (1300926)

  • Graphics: Fixed a performance issue when loading textures direct to GPU memory from LZ4 compressed packages. (1307820)

  • Graphics: Fixed a wrong remapper VFXCPUBuffer::BuildRemapper issue. (1317796)

  • Graphics: Fixed allocations errors with EncodeNativeArrayToEXR/PNG/JPG. (1315246)

  • Graphics: Fixed an issue where there was a missing buffer binding through Shader.SetGlobalBuffer after dispatching compute. (1313736)

  • IL2CPP: Fixed "Attempting to call method for which no ahead of time (AOT) code was generated" error when using Parallel Linq. (1320295)

  • IL2CPP: Fixed a possible crash when attaching a debugger or setting breakpoints. (1327376)

  • IL2CPP: Fixed an issue where CultureInfo.DateTimeFormat was being loaded incorrectly in some locales. (1252269)

  • iOS: Fixed an issue where Time.unscaledDeltaTime was incorrect after the screen was locked. (1319890)

  • Linux: Reduced log spam when loading lots of assets. (1320406)

  • Particles: Fixed a ParticleSystemRenderer.SetMeshes script API issue. (1322561)

  • Particles: Fixed an invalid AABB error when using Rate over Distance and Limit Velocity. (1317418)

  • Physics: Fixed an issue where Character Controller sometimes ignored other Colliders. (1279841)

  • Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)

  • Prefabs: Fixed a Lego Microgame crash in the tutorial that occurred when the undo objects array contained null object. (1297802)

  • Profiler: Fixed an issue on Mac when restoring the defaults in the Profiler modules dropdown list would not closes the dropdown list. (1323673)

  • Scene/Game View: Fixed an issue when Clicking the orientation Gizmo in the Scene View would stopped working. (1311606)

  • Scripting: Fixed an issue where instanciation of Unity objects defined in types under more than one level of nesting would not work. (1299861)

  • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin. (1242076)

  • Text: Fixed GetPathsToOSFonts() not returning all system font files.

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

  • UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display would not render UI. (1316603)

  • UI Toolkit: Fixed an issue where text changes were allowed on text input field when they are disabled. (1286143)

  • Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set. (1320676)

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

  • Video: Fixed an issue where Stereoscopic layout controls are missing in VideoPlayer and Skybox Panoramic shader. (1307239)

  • XR: Fixed EditorXR errors when activating the XR.SDK. (1318732)

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 2020.3.6f1

Released:

LTS Release 2020.3.6f1

Released:

Known Issues in 2020.3.6f1

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

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

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

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

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

  • 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)

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

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

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

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

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

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

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

  • 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)

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

  • Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 (1326481)

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

  • Scene/Game View: [Wild Crash] Editor crashes on mono_aot_get_cached_class_info when GizmoSetup has cached an outdated data (1259765)

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

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

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

  • Scripting: Increased Script Assembly reload time (1323490)

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

  • 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)

2020.3.6f1 Release Notes

Improvements

  • Editor: Updated HelpBox information in Enable Code Coverage preference and added button to install the code coverage package.

  • Package Manager: Com.unity.purchasing updated with missing documentation.

  • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

  • XR: Updated OpenXR Package to 1.1.1.

API Changes

  • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

Fixes

  • 2D: Fixed an issue where GameView did not refresh when dragging Sprite into SceneView on Windows. (1284452)

  • Ads: Fixed an issue where there could be a 400 error when enabling ads. (1308010)

  • Asset Pipeline: Fixed an issue where duplicated assets with children could select the wrong main object. (1302399)

  • Audio: Fixed a potential volume fluctuation issue in timeline audio on scene change. (1198128)

  • Build Pipeline: Fixed an excessive garbage collection issue that occurred during the build process. (1318468)

  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)

  • Burst: Fixed an issue when generating Line Table only debug information, an unreachable could occur due to a missing check.

  • Burst: Fixed an issue where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

  • Burst: Fixed an issue where the PDB debug information for instance methods that also used struct return were incorrect.

  • DX12: Fixed black screen issue that would show when using a non-native resolution in fullscreen. (1318666)

  • Editor: Fixed "TLS Allocator" error when using Asset Store Tools. (1303631)

  • Editor: Fixed an issue where 'Create Empty Parent' relied on Scene View position. (1292746)

  • Editor: Fixed an issue where IsArrayReorderable method produced errors in Reflect package. (1321782)

  • Editor: Fixed an issue where multi-target ReorderableLists that had more than the maximum allowed multi-edit number of elements appearing as empty. (1317103)

  • Editor: Fixed crash when duplicating a GameObject with HideInHierarchy flag. (1288394)

  • Editor: Fixed issue with object selector closing inappropriately on click. (1286812)

  • Editor: Fixed reordering lists issue with Gradient elements being visually outdated after reorder. (1315679)

  • GI: Fixed an issue when writing to stored LightProbes when setting baked coefficients in play mode. (1265063)

  • GI: Fixed an issue where Wintermute::Geometry::Verify errors were spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)

  • Graphics: Fixed a possible crash on Adreno when using RenderPass API and Vulkan. (1282143)

  • Graphics: Fixed an issue where the proper graphics multithreaded mode was not chosen. (1223767)

  • Graphics: Fixed blit operation issue when the source was null and a custom shader was being used. (1278604)

  • IL2CPP: Fixed an issue to workaround a crash caused by a MSVC optimizer incorrectly reuses stack space when a stack pointer is returned via a function pointer. (1317949)

  • IL2CPP: Fixed an issue whwere convert assemblies that did not have the correct type. (1319131)

  • 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)

  • iOS: Fixed an issue where Leaderboards did not return the non deprecated player ID on appropriate OS versions. (1312882)

  • 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)

  • Profiler: Fixed an issue when Profiler might lose metadata for markers spanned across multiple frames. (1288339)

  • Scripting: Fixed an issue where Code editors were not listing roslyn analyzers and source generators.

  • Scripting: Fixed issue where mono boehm shutdown would wait a full 2 seconds for threads to detach/join/end before ending the process. (1295072)

  • Serialization: Fixed a regression where Event code could be stripped from build when using il2cpp. (1301147)

  • Shaders: Fixed a regression issue that was dropping some shader errors from the inspector after restarting the editor. (1325521)

  • UI Elements: Fixed errors that were caused by the use of the current culture to parse UXML attributes as float/double. (1308180)

  • UI Elements: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)

  • Video: Fixed an issue where changing VideoPlayer.frame before playing the video did not change Video clock time. (1297646)

  • XR: Fixed an issue where XRDisplaySubsystem and XRInputSubsystem were not available on WebGL build target. (1283105)

  • XR: Fixed deadlock when using XR + URP + D3D11 with skipPresentToMainScreen. (1323833)

  • XR: Fixed issue where shadows would jitter while rotating a camera at an extreme distance from the origin of the scene in mono rendering. (1281930)

  • XR: Updated the verified AR Foundation related packages to 4.1.7. Please see the AR Foundation package changelog for details.

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 2019.4.25f1

Released:

LTS Release 2019.4.25f1

Released:

Known Issues in 2019.4.25f1

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

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

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

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

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

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

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • Windows: "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer in Windows 7 (1306350)

  • Linux: Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • WebGL: [iOS] video is not playing (1288692)

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

  • Terrain: Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

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

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

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

  • Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

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

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

2019.4.25f1 Release Notes

Improvements

  • Editor: Updated HelpBox information in Enable Code Coverage preference and added button to install the code coverage package.

  • XR: Updated Windows MR Package to 2.7.0.

Changes

  • Graphics: Updated SRP packages to 7.6.0.

  • Package Manager: com.unity.purchasing updated with missing documentation.

  • WebGL: Changed behavior of Application.OpenURL() for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away. (1320393)

Fixes

  • Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)

  • Asset Import: Fixed rare unstable asset hash for assets with large metadata. (1285620)

  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)

  • Global Illumination: Fixed an issue that was causing a null pointer bug in graphics bindings. (1310875)

  • Global Illumination: Fixed an issue where Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)

  • Graphics: Fixed an issue pertaining to async texture deletion to ensure graphics commands have completed first. (1280073)

  • Graphics: Fixed an issue so that GraphicsFormat.R8G8B8A8_SNorm is now a blendable render-target format on Metal. (1318364)

  • Graphics: Fixed an issue that would cause the import of 16 bit cubemaps with spherical or cylindrical mapping to fail. (1284767)

  • Graphics: Fixed an issue where first Material data was not used for Shadowmap rendering when using multiple Materials with the same Shader and different properties. (1304644)

  • Graphics: Fixed an issue where scissor test was automatically disabled when changing render-targets and the behaviour is now consistent with other platforms.

  • Graphics: Fixed an issue which would cause object culling to take place for shadows even if the project had shadows disabled. (1313540)

  • iOS: Fixed an issue where leaderboards now return the non deprecated player ID on appropriate OS versions. (1312882)

  • macOS: Fixed an issue where assembly had engine references even though No Engine References has been selected. (1297957)

  • macOS: Fixed an issue with code signing of native plugins in Xcode projects. (1276317)

  • Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)

  • Services: Fixed a bug where the crash reporting symbol uploader process would crash on Apple M1 hardware. (1312498)

  • Services: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

  • Shaders: Fixed a regression that was dropping some shader errors from the inspector after restarting the editor. (1325521)

  • Shaders: Fixed Editor crashing when trying to render non-existent shader properties. (1304931)

  • Timeline: Fixed an issue that occurred when Audio track was missing samples and was started at the first frame of a Timeline in Player. (1215183)

  • Timeline: Fixed an issue when AudioClipPlayable was played and the first couple of frames were skipped. (1302398)

  • UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display wouldn't render UI. (1316603)

  • UI Elements: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)

  • Universal Windows Platform: Fixed a deadlock that occurred when rapidly typing text into an InputField.

  • Universal Windows Platform: Fixed IME composition text not displaying correctly within the focused InputField. (1298881)

  • Universal Windows Platform: Fixed TouchScreenKeyboard incorrectly selecting text when using the left/right arrows. (1312317)

  • Universal Windows Platform: Fixed TouchScreenKeyboard not showing specified input layout. (1281771)

  • Video: Fixed an issue where video started playing from an arbitrary frame when VideoPlayer.Pause was called before VideoPlayer.Play. (1297648)

  • XR: Fixed a depth buffer sharing support issue. (1242142)

  • XR: Fixed an issue where Sprite Mask was not working as expected in URP XR. (1195098)

  • XR: Fixed an issue with rect that is used by scissor test on Vulkan. (1203183)

  • XR: Fixed Windows player window resizing artifacts when XR enabled and VR device running on 2019.4 branch. (1288886)

  • XR: [Lumin] Fixed some improper temp string usage that was causing the allocator to spam the system logs (1284830)

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 2020.3.5f1

Released:

LTS Release 2020.3.5f1

Released:

Known Issues in 2020.3.5f1

  • Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

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

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

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

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

  • Scene/Game View: [Game view] Game stops accepting input when the Game view undocked and re-docked during Play Mode using the Input System (1320678)

  • Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 (1326481)

  • 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)

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

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

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

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

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

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

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

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

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

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

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

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

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

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

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • 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)

API Changes

  • Physics: Added: Exposed ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

  • Services: Changed: Updated analytics dashboard to point to new location.

Changes

  • Package: Updated Windows MR package to 4.4.2.

  • WebGL: Changed behavior of Application.OpenURL() for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away. (1320393)

Fixes

  • DX12: Fixed for incorrect parameter type on native plugin API IUnityGraphicsD3D12v5::TextureFromRenderBuffer and IUnityGraphicsD3D12v6::TextureFromRenderBuffer. (1278695)

  • Editor: Fixed an issue when using an unsupported keyCode in a shortcut attribute would throw exceptions. (1303144)

  • Editor: Fixed an issue where items in the right click menu were not doing anything on reorderable lists on Windows. (1307389)

  • Editor: Fixed an issue where paste as child should paste relative to parent instead of keeping world transform. (1320439)

  • Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. (1303298)

  • GI: Fixed a null pointer issue in graphics bindings. (1310875)

  • Graphics: Fixed a crash when changing the mesh data during the frame. (1227781)

  • Graphics: Fixed an incorrect cubemap texture issue on some platforms when using crunched textures. (1282758)

  • Graphics: Fixed an issue where DrawProcedural reported incorrect triangle counts to FrameStats. (1313194)

  • Graphics: Fixed an issue where first Material data was not used for Shadowmap rendering when using multiple Materials with the same Shader and different properties. (1304644)

  • Graphics: Fixed an issue where GraphicsFormat.R8G8B8A8_SNorm was not a blendable render-target format on Metal. (1318364)

  • Graphics: Fixed for async texture deletion issue to make sure graphics commands were completed first. (1280073)

  • IMGUI: Fixed an issue where clearing the search field using 'x' button does not register changed event. (1306036)

  • macOS: Fixed an issue for failing to resign binaries after Unity had signed them with error: "file not in an order that can be processed (code signature data out of place):". (1324168)

  • macOS: Fixed Windows and Linux native plugins issue where they were getting included into the generated Xcode project. (1321049)

  • Package Manager: Fixed an issue when Package Manager asked for writable access when opening a project even though it only needed readable access. (1263378)

  • Package Manager: Fixed an issue when the project manifest and the lock file were unchanged after an UPM operation, they should not be checked out. (1263363)

  • Package Manager: Fixed an issue where project manifest and lock file were not checked out when they were made writable by Package Manager upon opening a project while upgrading project. (1263362)

  • Particles: Fixed an issue where there was a missing particle attributes to the C# Job System integration. (1312288)

  • Particles: Fixed Simulate behaviour that was incorrectly labelled as Prewarm in the profiler. (1296365)

  • Physics: Fixed an issue where Collision.relativeVelocity was being calculated incorrectly when an ArticulationBody was part of the contact pair. (1310485)

  • Physics: Fixed an issue where Kinematic Rigidbody2D did not accept MovePosition and/or MoveRotation commands when nested as a child of another Rigidbody2D. (1320783)

  • Profiler: Fixed memory tracking of UnsafeUtility allocations issue. (1320540)

  • Services: Fixed an issue where the crash reporting symbol uploader process would crash on Apple M1 hardware.

  • Services: Fixed an issue where the crash reporting symbol uploader process would crash on parsing certain dSYM files. (1312498)

  • Shaders: Fixed a crash when PrimitiveID was the only input to a stage. (1289378)

  • Shaders: Fixed a rare crash when upgrading shaders. (1299790)

  • Shaders: Fixed an issue where #pragma once directive was not working correctly with the caching preprocessor. (1322879)

  • Shaders: Fixed an issue where sprites were using default sprite material a not rendering in the Editor when build target was set to console. (1318066)

  • Shaders: Fixed an issue where the incorrect code was generated by HLSLcc for textureQueryLod GLSL function. (1314040)

  • Shaders: Fixed incorrect line numbers reported for errors in shader files when using Caching preprocessor. (1318689)

  • Timeline: Fixed timeline audio playing on timelines with GameTime update mode issue when Time.timeScale was 0. (1269783)

  • Video: Fixed an issue when VideoPlayer.frameReady did not get invoked after seeking a video to a frame. (1302462)

  • Windows: Fixed an issue where setting a custom cursor would not respects Windows DPI and Ease of Access settings related to the cursor size. (1305480)

  • Windows: Fixed an issue where the Win10 SDK was not installed properly. (1308226)

  • XR: Fixed a CommandBuffer.SetRenderTarget() with XR single-pass rendering issue. (1261545)

  • XR: Fixed a depth buffer sharing support issue. (1242142)

  • XR: Fixed an issue for frame debugger editor which broke XR rendering. (1275361)

  • XR: Fixed some improper temp string usage issue that were causing the allocator to spam the system logs. (1284830)

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 2018.4.34f1

Released:

LTS Release 2018.4.34f1

Released:

Known Issues in 2018.4.34f1

  • 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.

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

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

  • Package Manager: Package Manager window doesn't show available updates (1304459)

  • Audio: Crash on AudioSource::Stop when exiting Play mode (1079263)

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

2018.4.34f1 Release Notes

Fixes

  • GI: Fixed assertion failure due to duplicate lightprobe assests being detected during an additive scene merge. (1211198)

  • IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. (1313160)

  • IL2CPP: Fixed exception when converting a method with a parameter that is a generic parameter with a default value. (1313460)

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

  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)

  • Scene Manager: Fixed to ensure objects are cleaned up properly if they are children of GameObject with DontSave flag. (1157422)

  • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. (1288528)

  • XR: Fixed Windows Mixed Reality PhotoVideoCamera positioning in the Unity scene. (1306048)

LTS Release 2020.3.4f1

Released:

LTS Release 2020.3.4f1

Released:

Known Issues in 2020.3.4f1

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

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

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

  • Animation: [Performance Regression] AnimationWindowState:get_allCurves takes approximately 5000ms to load animation in the Animation window (1320250)

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

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

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

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

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

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

  • 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)

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

  • Scripting: Increased Script Assembly reload time (1323490)

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

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

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

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

  • Shader System: Editor crashes on UpgradeOldShaderSyntax when shaders are being upgraded during importing process (1299790)

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

  • XR: OpenXR + URP + UWP rendering stuck (1323833)

  • Mono: Built player takes multiple seconds to shut down (1295072)

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • 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)

2020.3.4f1 Release Notes

System Requirements Changes

Improvements

  • Graphics: Removed redundant calls when setting shader program parameters. (1317383)

  • XR: Removed "Preview" text from UI display element.

API Changes

  • Graphics: Added: New SystemInfo.supportsStoreAndResolveAction API to check for StoreAndResolveAction store action support on a specific platform.

  • Scripting: Changed: Roslyn Analyzers will be run as part of the normal compilation Step. This will also result in Analyzer errors to be treated as a compile error.

Changes

  • Package: Updated Cinemachine package to 2.6.4.

  • Package: Updated Oculus XR Plugin package to 1.9.0.

  • Package: Updated Timeline package to version 1.4.7.

Fixes

  • Android: Fixed an issue with the black Unity view that occurred after pausing the app when in-app purchase dialog is shown. (1249179)

  • Animation: Fixed an issue where Timeline would stay stuck after going to Play Mode. (1315060)

  • Asset Import: Fixed an issue that was causing External Objects to no longer be displayed when selecting a Text Asset. (1301327)

  • Asset Pipeline: Fixed an issue to make Assertion failed on expression: 'ins.second || ins.first->second...' more descriptive. (1274912)

  • Editor: Fixed an issue that could cause a crash when detecting circular asset references. (1249114)

  • Editor: Fixed an issue to correct keymapping on linux for quote/backquote/doublequote keycodes. (1281473)

  • Editor: Fixed an issue when Window with 'hasUnsavedChanges' set to true not being saved when closed with Middle Mouse Button. (1307671)

  • Editor: Fixed LayoutGroup errors when renaming prefab after changes in isolation mode. (1291996)

  • Editor: Fixed ReorderableList array property disregarding 'includeChildren'. (1312364)

  • Graphics: Fixed a deadlock when scanning for mip streaming textures associated with a renderer. (1318903)

  • Graphics: Fixed an issue that caused StencilSampling to be incorrectly reported as supported due to incorrect mappings of FormatUsage between C# and C++. (1315531)

  • Graphics: Fixed an issue that caused VFX Assets to get tagged as dirty without touching them. (1307562)

  • Graphics: Fixed an issue that caused VFX Assets to revert after save. (1315191)

  • IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. (1313160)

  • IL2CPP: Fixed a crash in il2cpp::vm::LivenessState::AddProcessObject. (1315058)

  • IL2CPP: Fixed a possible ArgumentException when converting a call to a type that implements multiple variations of the same generic interface. (1319313)

  • IL2CPP: Fixed an exception when converting a method with a parameter that is an in generic parameter with a default value. (1313460)

  • IL2CPP: Fixed an issue that could potentially trigger an IndexOutOfRangeException with script debugging enabled. (1321876)

  • iOS: Fixed a crash on CreateBGRA32TextureFromCVTextureCache when launching an app. (1298967)

  • iOS: Fixed an issue with FixedUpdate being called on startup more times than it should be, to account for Time.deltaTime on first Update. (1318647)

  • iOS: Fixed an issue with UnityWebRequest that caused freezing on background/resume when the device is offline. (1315244)

  • Prefabs: Added support for multiselection 'Create Variant' in Project Browser. (1313946)

  • Prefabs: Fixed an issue so that the scene is no longer dirty after dragging a Prefab into the Scene view and then undoing. (1299185)

  • Prefabs: Fixed an issue when removing components from Prefab instances and when RequireComponent is added after creating the Prefab. (1284595)

  • Scripting: Fixed a compilation performance regression when editing scripts. (1317926)

  • Scripting: Fixed native-to-managed callback fails with Apple Silicon. (1305211)

  • Serialization: Fixed an issue that caused YAML parse errors if script class had field names ending with "guid". (1273539)

  • Shaders: Fixed a shader compilation regression on Win 7. (1318359)

  • UI Toolkit: Fixed an issue that caused an ellipsis to occasionally display on UI Toolkit labels. (1291452)

  • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. (1288528)

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 2019.4.24f1

Released:

LTS Release 2019.4.24f1

Released:

Known Issues in 2019.4.24f1

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • WebGL: [iOS] video is not playing on iOS (1288692)

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

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

  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

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

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

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

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

  • Linux: "Out of memory!" crash when opening Unity on Ubuntu 20.04 (1262894)

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

2019.4.24f1 Release Notes

Improvements

  • Editor: Added profiler markers around test setup, teardown, and execution.

  • Editor: Improved UTF documentation (DSTR-120).

  • Editor: Reduced the per-test overhead of running tests in the editor.

  • Editor: Reduced the time taken by filtering operations when only a subset of tests is run.

  • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

  • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

  • Package Manager: Increased the amount of information logged to upm.log at various levels.

  • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

  • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

API Changes

  • iOS: Added: Added function PBXProject.GetEntitlementFilePathForTarget().

Fixes

  • Android: Fixed rendering artifacts when using HDR rendering with MSAA on sold Mali Bifrost GPUs. (1303685)

  • Asset Import: Fixed an issue where the Texture Inspector would notify of 'Unapplied import settings' when no import settings were changed. (1294009)

  • Audio: Fixed incorrect behavior of audio filter components on game object with multiple attached audio sources. Previously the effects were only applied to the first source, now the effects are instantiated per source. (1241932)

  • Audio: Fixed potential volume fluctuation in timeline audio on scene change. (1198128)

  • Audio: In the editor the audio output device is now automatically suspended after a longer duration of inactivity in order to allow the operating system to enter sleep mode. This can be disabled in the audio project settings. (995866)

  • Build Pipeline: Fixed excessive garbage collection occurring during the build process. (1318468)

  • Build Pipeline: Made the build fail faster when strict mode build option is used. (1191481)

  • Editor: Corrected keymapping on linux for quote/backquote/doublequote keycodes. (1281473)

  • Editor: Fixed an issue where WinMerge would not be detected as a diff tool on some systems. (1303298)

  • Editor: Tooltips are now passed through into PropertyDrawers as part of the label. (885341)

  • GI: Fixed backface shadows on GPULM with 0 bounce. (1318669)

  • Graphics: Choose the proper graphics multithreaded mode. (1223767)

  • Graphics: Fixed a texture quality settings effect on texture mip streaming. (1270314)

  • Graphics: Fixed an editor crash by always allowing the use of Metal API on Apple M1 macs, even if Metal Editor Support is disabled in the Player Settings. (1298617)

  • Graphics: Fixed an editor crash by preventing the use of OpenGL API on Apple M1 macs, where it is not supported. (1306688)

  • Graphics: Fixed stack overflow exception when compressing Texture to EXR with PIZ compression. (1312104)

  • Graphics: Fixed unintentional crossfades for LODs when the animated cross-fading flag is enabled. (1305495)

  • Graphics: Runtime shader loading optimizations. (1317656)

  • IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. (1313160)

  • IL2CPP: Fixed a crash in il2cpp::vm::LivenessState::AddProcessObject. (1315058)

  • IL2CPP: Fixed an exception when converting a method with a parameter that is an in generic parameter with a default value. (1313460)

  • IL2CPP: Fixed nullable value being corrupted after a call to GetType() in generic code. (1310458)

  • iOS: Fixed a UnityWebRequest issue that caused freezing on background/resume when the device is offline. (1315244)

  • Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning. (1309607)

  • macOS: Fixed a crash when product name contains Unicode characters. (1296208)

  • Mobile: Fixed iOS/tvOS bundle ID format restrictions to match Apple requirements. (1240017)

  • Mobile: Fixed ProjectCapabilityManager adding corresponding frameworks to the wrong target. (1245194)

  • Package: Fixed an error in the Recorder package that occurred when setting the build target to macOS standalone from the Editor in Windows. (1304944)

  • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

  • Package Manager: Fixed an issue where files tracked by Git LFS were not retrieved when using a Git-based dependency with both a path and a revision. (1307682)

  • Package Manager: Fixed an issue where the packages-lock.json file was overwritten with the same contents but considered modified by Unity, sometimes resulting in unnecessary operations. (1299834)

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Particles: Fixed a crash when using a Stop Action set to Disable. (1311212)

  • Physics: Made mesh collider error more descriptive by including the path to the object. (1318366)

  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)

  • Scene Manager: Fixed a second issue to make sure object are cleaned up properly if they are children of GameObject with DontSave flag. (1157422)

  • Scene Manager: Fixed an issue to ensure objects are cleaned up properly if they are children of GameObject with DontSave flag. (1309142)

  • Scripting: Fixed an issue with gc heap expansion memory being incorrectly attributed to Monobehaviour objects during deserialization operations. (1293562)

  • Scripting: Fixed errors in console when modifying the value of the 'Scripting Define Symbols' field in the Project settings. (1276428)

  • Scripting: Fixed exceptions getting logged in the Console when the Logger.logEnabled is set to false. (1311534)

  • Serialization: Fixed an issue inspecting enum fields on classes referenced with SerializeReference. (1304095)

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

  • Serialization: Improved performance applying Prefab changes to TileMap. (1239162)

  • Shaders: Fixed incorrect array subscripts generated for OpenGL, OpenGL ES, Metal and Vulkan when using arrays or structs in global scope. (1318555)

  • Shaders: Fixed incorrect code generated by HLSLcc for textureQueryLod GLSL function. (1314040)

  • Shaders: Fixed reflection reporting for structs in the global scope for OpenGL and OpenGL ES. (1318610)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for OpenGL, OpenGL ES and Metal. (1318619)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for Vulkan. (1318559)

  • Shaders: Fixed shader keyword overflow when doing a build. (1297800)

  • UI: Fixed an issue when checking for CanBindTo with null sprite. (1310284)

  • Universal Windows Platform: Fixed an issue where the Certificate was not being set in the UWP publish settings with certain passwords. (1301223)

  • Video: Fixed an issue where VideoPlayer.frame was wrong during seek. (1290698)

  • Video: Fixed VideoPlayer where incorrect frame numbers would be returned for videos encoded with h.264 and non baseline profile on Windows. (1044776)

  • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. (1288528)

  • WebGL: Fixed an issue where Chrome and Firefox browsers would fail to load on iOS 14.4. (1316861)

  • Windows: Fixed an issue where setting a custom cursor now respects Windows DPI and Ease of Access settings related to the cursor size. (1305480)

  • Windows: The Win10 SDK now gets installed properly. (1308226)

  • XR: Fixed an issue in frame debugger that caused the Unity Editor to freeze and various rendering issues. (1275361)

  • XR: Fixed an issue where shadows would jitter while rotating a camera at an extreme distance from the origin of the scene in mono rendering. (1281930)

  • XR: Fixed incorrect matrices when using PhotoCapture on Hololens 2.

  • XR: Fixed non-fullscreen viewport rect handling on non-stereo cameras when XR devices are enabled. (1319352)

  • XR: Fixed occlusion culling glitches when camera is close to the clipping plane and transitions between 2 baked occlusion areas. (1289059)

  • XR: Fixed Windows Mixed Reality PhotoVideoCamera positioning in the Unity scene. (1306048)

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 2020.3.3f1

Released:

LTS Release 2020.3.3f1

Released:

Known Issues in 2020.3.3f1

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

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

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

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

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

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

  • Mono: Built player takes multiple seconds to shut down (1295072)

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

  • MacOS: Resigning Unity built macOS app results in "code signature data out of place" out of place error (1324168)

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

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

  • Mobile: FixedUpdate gets called multiple times before the first Update when Build is run on a Device (1318647)

  • Scripting: Increased script compilation time (1317926)

  • XR: OpenXR + URP + UWP rendering stuck (1323833)

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

  • Shader System: Editor crashes on UpgradeOldShaderSyntax when shaders are being upgraded during importing process (1299790)

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

  • 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)

2020.3.3f1 Release Notes

System Requirements Changes

Improvements

  • GI: Move memory related logging from console to log file.

Changes

  • Asset Pipeline: Updated Addressables to 1.16.16 and Scriptable Build Pipeline to 1.15.2. See change log for each package for additional information.

  • Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning. (1309607)

Fixes

  • 2D: Fixed an issue where the Create Physics2DMaterial menu item was not available when Physics2D module was enabled. (1300647)

  • 2D: Fixed an issue where the user could not create basic Sprite Shapes when creating Sprites via Assets->Create->2D->Sprites menu. The border visual from 2D default Sprite textures was removed. (1299684)

  • Android: Fixed an issue that caused a "failed to load libMain.so" error when deploying an APK from an app bundle. (1314472)

  • Animation: Fixed an issue when setting the speed to an animatorControllerPlayable it would not affect the speed of its child animation clips. (1304259)

  • Editor: Fixed an issue that would caus invalid ScriptableObjects to added as a sub-asset which caused the editor to crash during serialisation. (1257558)

  • Editor: Fixed an issue where the OnDrawGizmos function was not called when the "Enter Play Mode Options" was enabled. (1296270)

  • Editor: Fixed progress bar related asserts when calling EditorUtility.CompressTexture with an EditorUtility.DisplayProgressBar right around it. (1308740)

  • Editor: [Collab] Defer handling for downloading plastic cloud projects so package manager will initialize the default packages. (1319580)

  • Graphics: Fixed a crash due to invalid shaderpass index when changing materials in a CustomRenderTexture. (1300770)

  • Graphics: Fixed a stack overflow exception when compressing Texture to EXR with PIZ compression. (1312104)

  • Graphics: Fixed an issue where color space change prompt could not be localized. (1288007)

  • Graphics: Fixed an issue where runtime CustomRenderTextures could not be exported to .png from the inspector. (1284784)

  • Graphics: Fixed an issue where Texture2DArray, Texture3D and Texture2D inspectors were now allowed undo (ctrl+z) actions. (1175907)

  • Graphics: Fixed an issue where the renderer data was out of sync after the OnBecameVisible callback in SRP. (1311717)

  • Graphics: Fixed an unintentional crossfades for LODs when the animated cross-fading flag was enabled. (1305495)

  • IL2CPP: Fixed a failed build issue due to read-only files were being detected as native plugins in the Unity project. (1313412)

  • IMGUI: Fixed an issue where a Null object was being created when dropping Sprite to Array in Inspector. (1281986)

  • IMGUI: Fixed an issue where the cursor did not jump to start of text on home key in project browser window. (1287121)

  • macOS: Fixed an issue when the Unity Editor activated tooltips while other apps were currently active. (1269177)

  • Package: Fixed an error in the Recorder package that occurred when setting the build target to macOS standalone from the Editor in Windows. (1304944)

  • Particles: Fixed a crash when using modules with no assigned Particle System. (1319658)

  • Physics: Fixed an issue where mesh collider error message did not include the path to the object. (1318366)

  • Prefabs: Fixed an issue when adding and applying new events to a deeper level Prefab while there was an event already, corrupts the newly added events. (1292519)

  • Scene Manager: Fixed an issue where objects were not cleaned up properly if they were children of GameObject with DontSave flag. (1157422, 1309142)

  • Scene/Game View: Fixed a Physics Debugger issue when first clicking collider debug volumes they were not selected. (1309768)

  • Scripting: Fixed an issue when adding UI Toolkit package to a project where a scripted imported from the package would get rejected and exceptions reported. (1269167)

  • Scripting: Fixed an issue where ApiUpdater could potentially skipping updates in SafeMode. (1280167)

  • Scripting: Fixed an issue where exceptions were getting logged in the Console when the Logger.logEnabled was set to false. (1311534)

  • Serialization: Fixed for inspection of enum fields on classes referenced with SerializeReference. (1304095)

  • Serialization: Fixed to delay OnAfterDeserialization call on objects referenced by serializedreference until all serializedreference objects had been instantiated. (1245749)

  • Timeline: Fixed an issue when AudioClipPlayable was played with first couple of frames were skipped. (1302398)

  • Timeline: Fixed an issue where Audio track was missing some samples issue if it was starts at the first frame of a Timeline in Player. (1215183)

  • UI Toolkit: Fixed an issue where playmode tint was applied twice on UI Toolkit text. (1283050)

  • UI Toolkit: Fixed assigning material to Renderer on Particle System's Inspector. (1308966)

  • Version Control: Fixed an issue where the ProjectVersion.txt file was incorrectly updated when updating a project to a new Unity version while having Provider.preCheckoutCallback set to a non null value. (1291360)

  • Video: Fixed an issue where the video started playing from an arbitrary frame when VideoPlayer.Pause was called before VideoPlayer.Play. (1297648)

  • Video: Fixed an issue where the VideoPlayer.frame was wrong during seek. (1290698)

  • WebGL: Fixed an issue that Chrome and Firefox browsers would fail to load on iOS 14.4. Added support for detecting Chrome and Firefox browsers on iOS devices. (1316861)

  • XR: Fixed a phrase recognizer issue where it would throw exceptions after multiple runs in editor. (1301363)

  • XR: Fixed an issue where non-fullscreen viewport rect handling on non-stereo cameras when XR devices were not enabled. (1319352)

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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