发行说明

Known Issues in 2020.3.15f2

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

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

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

  • Graphics Device Backends: CommandBuffer native plugin events hang in the Editor (1308216)

  • IMGUI: Editor's Toolbar is sometimes replaced by a white bar when opening any Scene (1341951)

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

  • 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: [Android] Using TouchScreenKeyboard.Open with a non-empty placeholder multiple times causes the app to crash (1347370)

  • Mobile Graphics: [iOS] Player crashing when connecting external Display via USB-C port (1321153)

  • Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode (1289744)

  • 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)

  • Themes: Object Selector windows size slider disappears when only items with default icon are in the list (1309396)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

  • Vulkan: [Editor] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. (1337772)

  • Windows: Editor crashes when exiting and keeping a tutorial project (1338299)

2020.3.15f2 Release Notes

Features

  • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'.

  • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.

  • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.

    • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
    • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
    • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
    • Plastic: Auto configuration of SSO
    • Plastic: Added date column in incoming changes

Improvements

  • Version Control: - Stability and performance improvements

API Changes

  • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

Changes

  • Android: Android Gradle Plugin version upgraded from 3.6.0 to 4.0.1.

  • Android: Gradle version upgraded from 5.6.4 to 6.1.1.

  • Version Control: ### Changed

    • Updating license to better conform with expected customer usage.
    • Updated documentation file to meet standards.
    • Updated third-party usage.
    • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
    • Usability improvements around checking in code
    • Improved update workspace tab UX
    • Plastic SCM context menu is now available even if the Plastic SCM window is closed

Fixes

  • Android: Fixed a crash caused by uncaught "java.lang.IllegalStateException: The specified child already has a parent" that mainly affects Android 7.x (1347211)

  • License: Fix Licensing Client signature check in the Editor that led to some licenses not being accepted.

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

变更集: 6cf78cb77498

Unity 2020.3.15

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