Install this version with Unity Hub.
Select 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.
日本語__2020.3.13_Release Notes (.PDF)
Known Issues in 2020.3.13f1
AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)
Asset Import Pipeline: Editor crashes while exiting play mode (1328667)
Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)
Asset Importers: [MacOS] Second Unity instance in Activity Monitor is "not responding” after importing (1331736)
Audio: Crash on AudioMixer_CUSTOM_FindSnapshot when passing null as an argument to FindSnapshot() (1341752)
Global Illumination: Crash while sculpting Terrain and Baking Lightmaps (1266511)
Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)
Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button (1334283)
IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)
Linux: Editor crashes at 'GfxFramebufferGLES::SetBackBufferColorDepthSurface' or freezes when creating a new shortcut profile (1334874)
Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)
Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)
Mobile Graphics: [iOS] Player crashing when connecting external Display via USB-C port (1321153)
OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)
Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)
Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)
Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)
Profiling: Poor profiler performance when navigating the timeline view and reviewing data with many threads (1339407)
Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)
Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)
Scripting: Increased Script Assembly reload time (1323490)
Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)
Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)
Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds (1317966)
Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)
WebGL: [iOS] Video is not playing (1288692)
Windows: Editor crashes when exiting and keeping a tutorial project (1338299)
2020.3.13f1 Release Notes
Asset Import: Improved mobile ASTC texture compression performance (about 3.5 times faster now).
Editor: Opening scenes with ASTC compressed textures (e.g. while in mobile platform) is faster now; the ASTC decompression is about 7 times faster than before.
iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored
Scripting: Update com.unity.ide.visualstudio to version '2.0.9'.
Shaders: Improved logging when compiling shader variants. (1338590)
- Package: Update Purchasing package to 3.2.2 version. Please refer to the package changelog online here: https://docs.unity3d.com/Packagesemail@example.com/changelog/CHANGELOG.html
AI: Fixed crash when selecting the Navigation Window in the Editor. (1330235)
AI: Fixed NavMeshObstacle inspector when viewed in non-wide mode. (1330842)
Android: Fixed issue where a too large no compress settings list would break apk build procedure. (1272592)
Asset Pipeline: Fixed an issue that could cause assets with dependencies to be imported out-of-order. (1331373)
Documentation: Fixed html issue in TestRunnerApi API code snippet.
Fixed a typo issue in PreBuildSetup code example.
Fixed incorrect syntax in command line reference.
Editor: ASTC texture compression should be platform and hardware invariant now (i.e. produce exactly the same results between AMD and Intel CPUs for example, which was not always the case before). (1307140)
Editor: Fixed a regression in error message when MonoBehaviour class name don't match the file name. (1328619)
Editor: Fixed an issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raised exceptions every frame. (1275960)
Editor: Fixed repaint issues for modal editor windows upon opening them from the project window context menu. (1313636)
Editor: Fixed repaint issues for non-modal windows while a modal window was up. (1323381)
GI: Fixed the available memory tracker when using multiple nvidia GPUs and the GPU Lightmapper. (1313094)
Graphics: Fixed a batching for instancing issue when all objects were lit by the same (<8) lights. (1313977)
Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. (1327973)
Graphics: Fixed an issue where Mesh.SetSubMeshes with NativeArray would ignore MeshUpdateFlags argument. (1330299)
Graphics: Fixed an issue where setting a camera's target texture to null would sometimes increased camera stack size and reduce performance. (1299403)
Graphics: Fixed an issue where there LOD Group preview rendering with a pink material if an SRP was active. (1283011)
Package Manager: Fixed an issue where an absolute path was used in the manifest instead of relative path for local packages. (1327815)
Scripting: "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) now waits for playmode to be fully disabled before compiling scripts. (1326820)
Scripting: Fixed an issue when using GetComponents with list caused a memory leak. (1318407)
Scripting: Fixed an issue where the script was not opened when double clicking an error thrown from it inside the Console window. (1200408)
Shaders: Fixed an incorrect struct reflection on GL and GLES backends when multiple nested structs were used. (1322153)
UI: Canvas size will adjust based on selected display and rendermode instead of selected game view. (991291)
UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set. (1325324)
XR: Check the value of maxMultiviewViewCount in VkPhysicalDeviceMultiviewProperties for better detection of Vulkan multiview support. (1308540)
XR: Fixed an issue for single-pass instancing with MSAA and postprocessing rendered a grey image with built-in renderer. (1280458)
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