Additional downloadsSelect the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
Known Issues in 2020.3.43f1
Asset - Database: Crash on GameObject::ActivateAwakeRecursivelyInternal when opening project (UUM-17633)
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).
MacOS: Crash on __pthread_kill when EditorUtility.OpenFolderPanel is executed (UUM-2293)
Vulkan: [Quest2][Vulkan] ReadPixel has Black artifacts when the image is generated (UUM-13241)
2020.3.43f1 Release Notes
- Editor: Added Enable PlayMode Tooltips toggle to preferences.
Animation: Optimized AnimationClip size calculation reducing asset load time in the Editor.
Animation: Reduced the time required to load AnimationClip instances.
Editor: Improved performance of rendering the Project Settings. It would previously repeatedly query all objects loaded into the editor, which meant that operations that load assets into memory (entering playmode) would make the Project Settings unusable slow.
Graphics: Increased the maximum Async Upload Buffer Size to 2047 MB and updated docs.
Version Control: Added offline mode toggle for smoother offline experience.
Video: Report error only when the user uses MediaFoundation directly.
Graphics: Added: SystemInfo.computeSubGroupSize API, allows users to query the size of the compute thread group that supports efficient memory sharing on the GPU.
Graphics: Added: SystemInfo.maxTexture3DSize API, allows users to query the largest 3D Texture size that the graphics hardware supports.
Graphics: Added: SystemInfo.maxTextureArraySlices API, allows users to query the maximum number of slices in a Texture array that the graphics hardware supports.
2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)
2D: Fixed Sprite Mode field is empty upon changing Texture Type to Sprite in TextureImporter. (UUM-16278)
2D: Fixed Stencil broken when rendering sprites with GPU instancing on. (UUM-15295)
Android: Fixed error messages when hideInput is enabled in TouchScreenKeyboard. (UUM-15609)
Android: When running Android SDK tool with elevated privileges use JDK bundled with Unity, previous behavior was the SDK tool would use java from PATH env variable, and would fail if there's no java installed and there's no java path set in PATH env variable. (UUM-1942)
Animation: Fixed issue where, for some playable graphs, the animated displacement of the animated game object would keep accumulating when the game object was disabled and enabled. The original behaviour can be restored with the keepAnimatorStateOnDisable variable. (UUM-3486)
Asset Bundles: Fixed issue where empty folders remained in the cache. (UUM-15702)
Core: Dynamic Heap Allocator now holds on to one empty block to increase performance. (UUM-1849)
Editor: Fixed an issue to causing too many open files errors when uploading to Accelerator. (UUM-19028)
Editor: Fixed an issue to ensure context view context can't be duplicated, copied or cut. (UUM-2655)
Editor: Fixed an issue where AssetDatabase.FindAssets would return invalid results when specifying multiple search folders. (UUM-19314)
Editor: Fixed Assertion failed on expression: 'offsetIndex != -1' when loading scenes with async light probe tetrahedralization. (UUM-17831)
Editor: Fixed Highlighter.Highlight does not disappear when the highlighted element disappears from view. (UUM-3535)
Editor: Removed Exported define from SearchService to avoid domain reload. (UUM-18922)
GI: Fixed lightprobes getting direct lighting in subtractive mode. (UUM-1344)
Graphics: Added safe-guards to prevent GetPixels / GetPixels32 crashes in cases where C# array creation would fail.
Graphics: Fixed a bug where ReadPixels would fail for textures larger than 2 GB.
Graphics: Fixed crash when creating a RenderTexture with dimensions exceeding the capabilities of the current graphics device. (UUM-5459)
Graphics: Fixed cubemap uploads failing on Vulkan, D3D11 and D3D12 for cubemaps larger than 2 GB.
Graphics: Fixed GetPixelData / SetPixelData failing for textures larger than 2 GB. Added safe-guards to prevent NativeArray length overflows for the former API.
Graphics: Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. Added safe-guards to GetRawTextureData. (prevent NativeArray length overflow and C# array creation failure).
Graphics: Fixed mapped index debug error when rendering null geometry. (UUM-11997)
Graphics: Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it.
Graphics: Fixed the mip bias setting on DX11. (UUM-879)
Graphics: Fixed the Read/Write texture import setting becoming grayed out when "Max Size" was greater than 8192, regardless of actual texture dimensions or size. Replaced with an info box when enabling "Read/Write" that triggers if Unity detects a >512MB texture.
Graphics: Prevent a crash on some platforms when the mesh buffers do not exist on a MeshRenderer. (UUM-4150)
Graphics: Removed code to get vertex decl for null geometry in DX12. (UUM-1802)
Graphics: Texture 3D Preview (Volume / SDF mode) now becomes disabled if Unity detects a potential driver hang risk. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds.
IL2CPP: Allow constrained calls on stackalloc'd buffers. (UUM-14341)
IL2CPP: Avoid a possible race condition when the garbage collector is enabled or disabled that could cause it to become permanently disabled. (UUM-16300)
IL2CPP: Corrected the behavior of the System.IO.Compression.ZipArchive API. (UUM-14582)
IL2CPP: Fixed occasional missing stack traces in Debug.Log's on Windows 10. (UUM-12672)
IL2CPP: Monitor.Wait with zero timeout should return false. (UUM-18188)
iOS: Fixed SystemInfo returning incorrect values for max compute buffer inputs on Metal. (UUM-1939)
iOS: Fixed unity view behavior when in "split view". (UUM-9081)
License: Make Unity build deterministic when using floating licenses. (UUM-18489)
Linux: Fixed Multi Display mouse/touch input registers incorrectly on Linux Standalone player. (UUM-1569)
macOS: Removed developer placeholder text from progress dialog. (UUM-18221)
Networking: Fixed race condition between DownloadHandlerTexture and Resources.UnloadUnusedAssets, sometimes cause premature destruction of the texture. (UUM-18044)
Package Manager: Package documentation links pointing to private Github URLs can now be opened in browser for non-Unity packages. Additionally, for all packages in general, opening local documentation will fall back on the README file if a documentation.md file cannot be found. (UUM-8337)
Package Manager: Package manager window becomes unusable when installing the test framework package 1.3.0. (UUM-20659)
Particles: Fixed an emit from script bug when emitting particles from LateUpdate during Edit Mode. (UUM-1920)
Particles: Fixed an issue whereby baking a particle mesh after calling mesh->Clear(false) could throw errors. (UUM-8489)
Particles: Fixed SetParticles API sometimes failing to emit the correct number of particles. (UUM-17027)
Prefabs: Fixed Rect tool is enabled for root Prefab in Context mode. Now it behaves similar to the other Transform tools. (UUM-16728)
Profiler: Fixed a freeze caused when opening profiler data recorded on Editor versions 2019.4.28f1 and prior. (UUM-2234)
Profiler: Fixed ProfilerMarker initialization and usage in Release players. (UUM-9541)
Profiler: Fixed rendering of certain character sets in CPU Profiler Timeline view. (UUM-16513)
Serialization: Fixed performance regression reading yaml objects containing large number of SerializeReference instances which were created prior to 2021.2. (UUM-15130)
Shaders: Fixed an incorrect error when drawing an instanced mesh and async shader compilation was enabled. (UUM-13174)
Shaders: Fixed reflection probe rendering silently being skipped when the required shader is not found in the player. (UUM-12628)
Shaders: Fixed Texture and Vector material properties not supporting displaying tooltips. (UUM-5691)
uGUI: Updated the Raycast Target property at runtime even if started as disabled. (UUM-2221)
UI Toolkit: Fixed an error when searching in the UI Debugger and UI element has a null name. (UUM-18683)
UI Toolkit: Fixed shader bug observable on macOS Ventura with AMD gpus that was causing Graphview (e.g. Shader Graph, VFX Editor) edges to be missing. (UUM-19016)
UI Toolkit: Fixed shader bug observable on macOS Ventura with AMD gpus that was causing UIToolkit elements to be missing, clipped or to display incorrectly. (UUM-18978)
UI Toolkit: Fixed UIToolkit rendering white squares instead of text or pictures. (UUM-18891)
Version Control: Fixed performance issue with FindWorkspaceForPath method called multiple times every frame
Fixed performance issue with UI.CooldownWindowDelayer.OnUpdate running on project without Plastic SCM workspace.
Video: Removed spike on the main thread when changing the video clip. (UUM-878)
Video: Video is displayed with one frame delay when videoPlayer.Play() is called. (UUM-15543)
Web: Updated UglifyJS from 2.7.5 to 3.17.0. (UUM-6914)
WebGL: Fixed error handling of AudioContext.resume(). (UUM-17803)
Windows: When full stack traces are enabled on Windows, we will no longer try to resolve symbols from the symbol server, preventing a potential stall the first time a stack trace is printed. (UUM-11802)
XR: Fixed VR rendering stops issue when losing focus.
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:
- 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