Unity 2020.1.4

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Known Issues in 2020.1.4f1

  • AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Asset Importers: Crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial (1267717)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

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

  • Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)

  • Build Pipeline: Building subscenes without platform package doesn't work (1270120)

  • CodeEditors: [Windows] Load previous project on startup check causes domain reload that blocks Editor (1248300)

  • Global Illumination: [GPU PLM] Optix denoiser produces noisy results (1272950)

  • Global Illumination: [GPU PLM][macOS] Baking is stuck on 'Finalizing Bake' after switching lightmapper a few times (1204412)

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

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

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

  • Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" (1108469)

  • IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly (1193773)

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

  • Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed (1239227)

  • Linux: [Editor] Color picker does not work (1174814)

  • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)

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

  • Project Browser: Crash on using global search patterns (1267138)

  • Scene Management: Building project when two identical scenes are open crashes the editor (1266194)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Serialization: 'globalgamemanagers.assets' file is not deterministic when comparing two builds of the same project (1269880)

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

  • Shader System: [Bug] "min16f as def32" modifier in FXC bytecode not honored when converting to SPIR-V/ESSL (1228687)

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

  • WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)

2020.1.4f1 Release Notes

System Requirements Changes

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


  • 2D: Fixed animation has incorrect dependency on UnityEngine.XR.WSA.Input (1249390)

  • 2D: Fixed ArgumentException errors are thrown when 2D Game Kit is imported for the first time (1244287)

  • 2D: Fixed ArgumentException when applying Sprite Import settings with mosaic property unchecked (1253198)

  • 2D: Fixed BakeCollider requires GC every frame even when there are no changes in SpriteShape (1263266)

  • 2D: Fixed exception thrown continuously when Undo operation is performed with sprites are assigned earlier (1256914)

  • 2D: Fixed NullReferenceException on creating Prefab with SpriteSkin (1245149)

  • 2D: Fixed NullReferenceException when creating Preset for SpriteSkin component (1254873)

  • 2D: Fixed Skinning Module flickers when creating new category in Visibility Window (1244097)

  • 2D: SpriteAtlasManager late binding crash (1265427)

  • 2D: [Sprite Atlas] atlasRequested callback does not trigger after unloading and loading sprite atlas (1261547)

  • AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons. (1254813)

  • Asset Pipeline: Fix a crash that can occur when downloading non primary artifacts from cache server (1263560)

  • Asset Pipeline: Fixes editor hang after getting disconnected and quickly reconnected to cache server. (1225627)

  • DX12: 8 Multi-RenderTarget gives Assert error d3d12: querying for an out-of-bounds color surface (1219274)

  • DX12: Editor crashes when shader global constant buffer exceeds 64kB on dx12 (1210562)

  • DX12: Editor crashes when using ProBuilder in Vertex Edit mode View on Crashes HQ with HDRP/DXR (1213285)

  • DX12: Texture2DArray MSAA resolve is broken on d3d12 (1249422)

  • Editor: corrects keycode mappings in play mode by only using gdk keyvals to map to sdlk values (1263921)

  • Editor: Fixed an issue where Inspector window is not updated when multiple assets from the Project window are deselected/selected. (1253173)

  • Editor: Fixed Editor crashes when unlocking Inspector with PropertyInfo.SetValue function. (1250419)

  • Editor: Fixed Mac OpenGL editor causing a kernel panic on Intel Graphics (1232673)

  • Editor: Fixed NullReferenceException when changing Asset serialization mode. (1267028)

  • Editor: fixes crash on drag and drop from a closing window (1221016)

  • Editor: Renamed themes to Light and Dark now that they are available irrespective of license. (1252258)

  • Editor: Update Collab package to 1.3.9

  • GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp) (1228654)

  • GI: Fixed erroneous logic for resolving shadowmask texture format. (1238420)

  • Graphics: fixed readback from temporary RT not working on metal (1265379)

  • Graphics: Metal: Fix shader compiler warnings that could appear on macOS 11 Big Sur/iOS 14

  • Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh (1232822)

  • GraphView: Addressed some issues with heterogeneous selections involving stack nodes and disabled animations.

  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading. (1190428)

  • Kernel: Fixed an editor crash in the Jobs Debugger which could happen when using the Hybrid renderer. (1262363)

  • Linux: Reduced polling frequency for stale Editor windows (1266823)

  • Package Manager: Added support for External symbols on a platform that required it.

  • Package Manager: Don't prints message in console when user cancels "Add package from disk" dialog (1256176)

  • Package Manager: Fixed a potential error when running the linker with a failure on lld command.

  • Package Manager: Fixed an issue where Git dependencies could cause UPM to hang when using SSH with a passphrase-protected private key without setting up an SSH authentication agent. (1214864)

  • Package Manager: Fixed Debug.Log by re-enabling it when used in function pointers or jobs.

  • Package Manager: Fixed errors when opening Inspector with a non-public Execute method on a job producer type

  • Package Manager: If path to the package contained spaces, then native command execution could fail. This would manifiest as weird errors with 'lld' or 'vswhere' or other native tools.

  • Prefabs: Fixed SerializableObject.GetIterator() throws ArgumentNullException when UnpackPrefabInstance() is called on an instantiated Prefab in Inspector logic . (1249167)

  • Profiler: Fixed an issue where attempting to order a set of filtered samples by either time or size in either Hierarchy or Raw Hierarchy would cause all the items to disappear (1268633)

  • Profiler: Fixed an issue where PackedMemorySnapshot.nativeObjects.gcHandleIndex would always return -1 due to not reporting the correct managed object address during processing (1269293)

  • Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported (1266540)

  • Scripting: Build incompatible custom assemblies with a dirty predefined assembly ref should not be compiled (1232160)

  • Scripting: Correct file sharing for exFAT partitions on macOS (1253812)

  • Scripting: Fix unlimited warnings to Editor.log using all disk space (1238954)

  • Scripting: Fixed crash that would occur when an exception was thrown during the initialization of a custom attribute. (1255935)

  • Scripting: Fixed hang that would occur when a Debugger.Break was in the accessor of a field. (1254123)

  • Scripting: Fixed NotImplementedException when accessing X509Chain.ChainStatus in certificate validation callback (1261388)

  • Scripting: Include Defines in Response Files(csc.rsp) for Define Constraints (1207413)

  • Serialization: Fixed data loss that could occur when serializing string arrays where elements started with the character ':' (1261524)

  • Serialization: Restore arrays from null serialized properties backport (1249099)

  • UI: Fixed canvas drawing multiple times per frame when OnDemandRendering.renderFrameInterval is more than 1. (1214921)

  • UI Toolkit: Fix LongField binding (1252593)

  • UI Toolkit: Fixed Label tooltip behavior when text value can change while elided (1266210)

  • UI Toolkit: Fixed TextElements that generates more than 16k vertices cause IndexOutOfRangeException on vertex buffers
    Fixed UI Toolkit leaks memory when new large mesh is allocated via MeshGenerationContext
    Fixed Small visual regressions (1230939, 1259449, 1259808)

  • Universal Windows Platform: Fixed incorrect warning saying that BC7 texture format is not supported on UWP when in fact it is. (1264626)

  • Universal Windows Platform: Fixed Unity crashing after initializing it second time if splashscreen is enabled. (1231532)

  • Universal Windows Platform: Work around MSBuild issue when building UWP AppxBundles from the command line (1165205)

  • Web: UnityWebRequest: fix hang or crash on iOS (upload/abort related) (1211549)

  • Windows: Fix Shift key not reporting in GUI Event.keyCode property (991861)

  • XR: Added option to always discard depth after rendering. (1263448)

API Changes

  • iOS: Removed: Removed the breaking interface change to IUserProfile (gameID)


  • Package Manager: Asserts that are currently discarded no longer discard arguments with potential side effects.

  • Package Manager: Automatically add embedded package files to the version control system (1271116)

  • Package Manager: Bump com.unity.mathematics to 1.2.1 version

  • Timeline: Updated Timeline package to version 1.3.5


  • Editor: Update Polybrush to 1.0.2

  • Package Manager: Added support for returning enterprise entitlement packages from the PackageManager.Client.SearchAll() method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.

  • Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized


  • Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI is automatically opened when the popup shows.

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

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

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.

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

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

For running Unity games

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

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

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

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

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

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


Third Party Notices

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

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