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 2020.3.11f1

Released:

LTS Release 2020.3.11f1

Released:

Known Issues in 2020.3.11f1

  • 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)

  • Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)

  • 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)

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

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

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

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

  • 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)

  • 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)

  • Scripting: [Android][Mono][IL2CPP] "Unable to find libc" error thrown when executing certain SslStream constructor (1022228)

  • 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)

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

2020.3.11f1 Release Notes

Improvements

  • Audio: Allow a user to specify whether DSPGraph sample providers should loop from the beginning of a clip or from a chosen start point. (1329351)

  • Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.

  • XR: Updated OpenXR Package to version 1.2.0. Please see package changelog for full details.

Fixes

  • 2D: Fixed a crash when disabling Sprite Skin when multithreaded rendering was enabled. (1296355)

  • 2D: Fixed an issue when SpriteShapeController had "Update Collider" set to true, would dirty the scene every time. (1315086)

  • 2D: Fixed an issue with disabling 'Edit Spline' on Sprite Shape Controller while Cache Geometry was enabled threw an ArgumentException error. (1320015)

  • Android: Fixed a crash on startup on Android 4.4 devices. (1331290)

  • Animation: Fixed an issue where values were defaulting to zero when disabling writeDefaultValue on a State and mixing. (1303570)

  • Asset Pipeline: Fixed an issue where triggering an AssetDatabase.Refresh() during an Undo might cause deletions not to persist to disk. (1321443)

  • Audio: Fixed an issue where the default audio output when connecting a DSPGraph output job was not activated. (1329062)

  • Build System: Fixed an edge case where executing the build tools was generating an access denied error when attempting to run git/hr inside a Visual Studio command prompt.

  • Burst: Fixed a crash due to a member function debug information on tvOS.

  • Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox.

  • Editor: Fixed an issue with the alignment of certain buttons in some of the 2D colliders (1281292)

  • Graphics: Fixed an issue where mip streaming for static batched meshes and used of CombineMesh API. (1329555)

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

  • Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup. (1328669)

  • Package Manager: Fixed an issue where adding packages from a registry which returned invalid publish dates would fail. (1318975)

  • Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved. (1325920)

  • Package Manager: Fixed an issue where the UnityEditor.PackageManager.Client.SearchAll method would result in a connection error despite using offlineMode = true. (1319585)

  • Package Manager: Fixed an issue which could sometimes cause package resolution errors due to EMFILE errors in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.

  • Package Manager: Fixed an issue which prevented starting UnityPackageManager.exe on Windows when its path contained non-ANSI Unicode characters. (1317244)

  • Particles: Fixed an issue where Inspector was giving incorrect information about configured SpriteAtlas assets. (1318608)

  • Physics: Fixed a crash when attempting to access the Rigidbody from the result of a OnCollision callback, when the object it collided with was a ArticulationBody. The Collision.rigidbody member is now null in this case. (1320314)

  • Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject. (1328023)

  • Scripting: Fixed an issue where double-clicking on console messages originating from paths outside the asset folder were not working correctly. (1304954)

  • Windows: Fixed an issue where docked tabs would keep focus when dragging from another window. (1296690)

  • XR: Fixed an issue with screenspace shadows with XR multiview. (1168315)

  • XR: Fixed Vulkan validation errors on Oculus Quest and added support for "Fragment Density Map 2" Vulkan extension. (1332783)

System Requirements

For development

OS: Windows 7 SP1+, 8, 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 16.04+
    • 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 2020.3.10f1

Released:

LTS Release 2020.3.10f1

Released:

Known Issues in 2020.3.10f1

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

  • 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)

  • Asset Import Pipeline: Editor crashes when executing Undo action after Audio Source component is added to Prefab (1335691)

  • Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)

  • 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)

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

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

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

  • 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] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

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

  • 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)

  • 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)

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

2020.3.10f1 Release Notes

Improvements

  • Asset Import: Improved overall performance of FBX files import.

  • Asset Import: Improved performance of ASCII FBX files import.

  • Graphics: Optimized static batching process, e.g. entering play mode with 30k static batched objects in the editor is faster by two seconds.

  • Graphics: Static batching and Mesh.CombineMeshes can handle more vertex formats now, for example Float16 normals or UVs. It also no longer clamps vertex colors to UNorm8 format - if input meshes have higher precision vertex colors, then combined mesh will have high precision colors too. (1274815)

  • macOS: Updated xcode project template to use "modern" build system. (1326316)

Changes

  • Editor: Updated Collaborate package to allow users to migrate to Plastic.

  • Package: Updated the com.unity.purchasing package to version 3.1.0.

  • Package Manager: Changed "Import again" button text to "Reimport".

  • XR: Updated the Oculus XR Plugin package to version 1.9.1.

Fixes

  • 2D: Fixed an initial rendering animated tiles issue when a CompleteObjectUndo was registered for a Tilemap while in Play mode.

  • 2D: Fixed an issue where wrong Sprites were being shown for Animated Tiles when TilemapRenderer was in Individual mode and user set new Tiles on the Tilemap. (1329054)

  • Animation: Fixed an issue when setting the time of a playable manually would not fire events. (1324763)

  • Asset Import: Fixed a performance regression the occured with animation import. (1265275)

  • Asset Import: Fixed an infinite asset import loop during InitializeOnLoad when the Editor script used CreateAsset and importParameters which changed during import. (1323499)

  • Asset Import: Fixed an issue where a reference to an animation was lost when ModelImporter.clipAnimations was set from Script for the first time after importing a model. (1246450)

  • Asset Import: Fixed an issue where Import did not correctly update Avatar settings when switching from "Copy From Avatar". (1213138)

  • Build Pipeline: Fixed an issue where generating a build that includes a script which used serializable nested type deriving from type nesting it, could lead to a build at runtime. (1310970)

  • DX12: Fixed an issue where there was a change in color brightness when going from windowed to fullscreen when using linear color space. (1297218)

  • Editor: Added System.IO.Compression to reference assemblies when targeting .NET 4.7.1 (editor only contexts). (1275859)

  • Editor: Fixed an issue in Material Editor where large thumbnails were not showing up correctly for material texture properties when the texture type was Texture2DArray or Texture3D. (1288995)

  • Editor: Fixed an issue where both KeyDown and KeyUp events were invoked upon first click in the Game View when it was maximized through context menu. (1325742)

  • Graphics: Fixed an issue where encoding an R8-image to JPG or TGA would result in a cyan-tinted image; The result is now gray, as is the case for R16-images and for encoding to PNG. (1259972)

  • Graphics: Fixed an issue where scratch buffer were reused on Metal which caused a glitch during particle simulation. (1259523)

  • Package Manager: Fixed an issue where closing the sample reimport dialog would execute the reimport action anyway. (1335115)

  • Package Manager: Fixed an issue where reimporting a sample would delete parent folders. (1334082)

  • Particles: Fixed an issue where there was a 2 decimal point restriction in the Duration property. (1319730)

  • Physics: Fixed an issue where inertia tensor was not updating when a collider was removed. (937998)

  • Profiler: Fixed a race condition in the Shadow Casters stat observed which causef inconsistent collection of the stat. (1265648)

  • Scene/Game View: Fixed an issue where SceneView.rotation value was incorrectly affecting camera rotation in 2D mode. (1314928)

  • Scripting: Fixed a crash that was caused by passing a generic type into FindObjectsOfType. (1312890)

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

  • Terrain: Fixed an issue where terrain textures were turning black in Editor with MicroSplat asset store plugin. (1323870)

  • UI Toolkit: Fixed an issue where ListView item selection through PointerMoveEvent was not getting the PointerDown in certain cases. (1275295)

  • UI Toolkit: Fixed an issue where the PropertyField would not use a custom label(if provided) when drawing a property with an IMGUI PropertyDrawer. (1329405)

  • Universal Windows Platform: Fixed an issue where word suggestion was not appearing in the Windows On Screen Keyboard when editing an InputField or TextMeshPro control. (1332468)

  • XR: Added a warning indicatimh when a camera projection sets to Orthographic when XR is running and fixed error spamming. (1305592)

System Requirements

For development

OS: Windows 7 SP1+, 8, 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 16.04+
    • 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 2019.4.27f1

Released:

LTS Release 2019.4.27f1

Released:

Known Issues in 2019.4.27f1

  • 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)

  • Editor: Can become slow when inspecting a Scriptable Object with hundreds of serialized fields (1311325)

  • Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button (1334283)

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

  • Graphics General: RenderTextures break after switching window focus (1179935)

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

  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

  • Polybrush: [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)

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

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

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

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

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

2019.4.27f1 Release Notes

Improvements

  • Scripting: Added a toggle option to suppress common C# warnings in Unity (enabled by default) in the Player Settings.

  • XR: Updated Windows MR XR SDK Plug-in to 2.8.0.

  • XR: Updated XR Plug-in Management to 4.0.5.

Changes

  • Scripting: Added Flags attribute to SelectionMode enum. (1298921)

Fixes

  • AI: Fixed a crash happening occasionally when computing the NavMesh. (1332341)

  • Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. (1300914)

  • Asset Import: Fixed an issue where External Objects were no longer displayed when selecting a Text Asset. (1301327)

  • Asset Import: Fixed an issue whereby Texture Importer no longer secretly defaults values to a negative. (1204566)

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

  • Asset Pipeline: Fixed asset that could get reported when projectsetting.asset file is modified directly. (1270162)

  • Editor: Fixed an issue that prevented a developer to enable extended logging to editor.log. The extended logging includes timestamp and thread id (hex) prefix to each entry. (1326076)

  • GI: Fixed an issue that was slowing down the GI main thread initialization on Editor startup. (1162775)

  • Graphics: Fixed an issue where Metal compute shaders were not showing in compiled shader code. (1320184)

  • Graphics: Fixed an issue with the scratch buffer reuse on Metal which could cause unwanted artifacts during particle simulation. (1259523)

  • iOS: Fixed an issue where you are unable to combine the last input character in Text Input Field when character limit exists in some languages. (1321661)

  • iOS: Fixed occasional crash on shutdown in UnityMetalMemorylessDepth. (1333487)

  • Prefabs: Fixed an issue where Instantiating, duplicating or updating prefabs no longer disables and re-enables the whole hierarchy, just the prefab instance. (1269686)

  • Scripting: Fixed an issue during that could occur during the instantiation of Unity objects defined in types and under more than one level of nesting. (1299861)

  • Scripting: Fixed an issue to ensure a virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)

  • Scripting: Fixed an issue whereby Assembly Version Validation can now be enabled or disabled for the editor when the project is setup to run on IL2CPP backend. (1307810)

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

  • Text: Fixed an issue where GetPathsToOSFonts() was not returning all system font files.

  • UI: Fixed a clipping issue with VisualElements that use the GroupTransform hint, the nested masking which is not supported in this version, would force the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen. (1328734)

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

  • XR: Fixed an issue to by adding a warning indication when camera projection sets to Orthographic when XR is running to fix error spamming. (1305592)

  • XR: Fixed an issue whereby Metal textures can now be allocated in XR Provider Plugins and shared via IOSurface.

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 2020.3.9f1

Released:

LTS Release 2020.3.9f1

Released:

Known Issues in 2020.3.9f1

  • Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set (1332708)

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

  • Mobile: [Android] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

  • Serialization: Editor becomes slow when inspecting a Scriptable Object with hundreds of serialized fields (1311325)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

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

  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

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

  • 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)

  • Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)

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

  • 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)

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

  • 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)

  • 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)

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

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

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

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

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

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

  • Scripting: Increased Script Assembly reload time (1323490)

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

  • 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)

2020.3.9f1 Release Notes

Improvements

  • Timeline: Updated Timeline package to version 1.4.8.

  • XR: Updated Windows MR XR SDK Plug-in package to version 4.5.0.

  • XR: Updated XR Plug-in Management package to vesion 4.0.5.

Changes

  • Windows: x86_64 is now the default Windows architecture. (1283651)

Fixes

  • 2D: Fixed an issue where TextureImporter logged inconsistent asset import when SpriteDataAccessor APIs were used. (1331206)

  • Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. (1300914)

  • Android: Fixed an issue when using RenderDoc on Android with Vulkan on some Adreno devices that was caused by Unity's ASTC HDR support detection. (1287309)

  • Audio: Fixed an issue where the audio output device was shut down in edit mode when DSPGraph was running. (1310050)

  • Editor: Fixed an editor freeze when the FixedTimestep setting in the Preferences was set to 0/0. (1326481)

  • Editor: Fixed an issue where a blue line appeared in Editor debug build Inspector windows while hovering between components and without a drag action. (1323348)

  • Editor: Fixed an issue where a blue line appeared when a component could not be placed while reordering or adding new components in the Inspector. (1300581)

  • Editor: Fixed an issue where Animation window keyframe Copy/Paste keyboard shortcuts were not working before the main curve area had been clicked on. (1265480)

  • Editor: Fixed an issue where exceptions were thrown while selecting specific console messages. (1317216)

  • Editor: Fixed an issue where items in the right click menu did nothing on non reorderable arrays in scriptable object with custom editors. (1307389)

  • Editor: Fixed an issue where the icon selector window did not close on selection undo. (1305625)

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

  • Graphics: Fixed an issue where an error message when encountering incompatible pipeline stages on DX12 was not removed. (1279311)

  • IL2CPP: Fixed an issue in Unity forma where code stripping returned wrong type in WebGL build. (1311802)

  • iOS: Fixed an issue where the last input character in Text Input Field was unable to be combine when a character limit exists in some languages. (1321661)

  • Physics: Fixed an issue where OnTriggerEnter was not being called after reparenting a Rigidbody. (1323883)

  • Prefabs: Fixed an Editor crash when changes to Prefab Mesh via Script were applied. (1307624)

  • Scripting: Ensure virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)

  • Serialization: Fixed an issue with Property Diff after clearing array w/refs. (1266303)

  • Shaders: Fixed a caching preprocessor not recognising 1.#INF HLSL constant issue. (1331147)

  • Shaders: Fixed an issue where Shader compilation progress bar did not shows total variants correctly. (1201705)

  • WebGL: Fixed an issue where the Garbage Collector could corrupt memory on WebGL. (1303232)

  • WebGL: Fixed the Chrome deprecation warning about the use of SharedArrayBuffer. (1323832)

  • XR: Fixed an issue where Vulkan lazy allocation was not enabled for memory savings on Oculus Quest. (1314165)

System Requirements

For development

OS: Windows 7 SP1+, 8, 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 16.04+
    • 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 2020.3.8f1

Released:

LTS Release 2020.3.8f1

Released:

Known Issues in 2020.3.8f1

  • Mobile: [Android] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK (1331290)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

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

  • MacOS: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

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

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

  • 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)

  • Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)

  • 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)

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

  • 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)

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

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

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

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

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

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

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

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

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

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

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

  • 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)

2020.3.8f1 Release Notes

Improvements

  • Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed. (1322086)

API Changes

  • Editor: Added: EditorUtility SetDefaultParentObject and ClearDefaultParentObject methods were added.

Changes

  • Graphics: Update SRP packages to 10.5.0. See the package change log for additional information.

Fixes

  • 2D: Fixed crash when viewing Sprite Atlas. Disabled code that could potentially cause high memory use and unnecessary object loads at certain conditions. (1330345)

  • Asset Import: Fixed an issue where materials were not allowed to be extracted into packages. (1282867)

  • Asset Import: Fixed an issue where the Texture Importer secretly defaulted values to a negative. (1204566)

  • Asset Import: Fixed an issue where the Texture Preview was not updated correctly when switching from Alpha 8 format. (1181655)

  • Asset Pipeline: Fixed an issue where objects loaded during import in initial script refresh were not unloaded. (1296506)

  • Asset Pipeline: Fixed an issue where the texture importer produced inconsistent import results with sprites. (1244086)

  • Asset Pipeline: Fixed an issue where the Unity version was no longer written to a serialized artifact files that was generated during asset importing. This caused inconsistent import results across Unity versions. For existing projects, users must either do a "Reimport All" or delete the library folder for this fix to take effect. (1310981)

  • Asset Pipeline: Fixed an issue where unsaved changes could be lost when an asset is renamed or moved. (1329404)

  • Editor: Fixed a Gizmo rendering crash in some invalid WheelCollider configurations. (1326188)

  • Editor: Fixed an issue when a maximized instance of Unity on a second, lower resolution display would not remain maximized on that display when the Editor was restarted. (1314966)

  • Editor: Fixed an issue when Unity editor was in lower display scaling wout not remain maximized. (1283299)

  • Graphics: Fixed a "File could not be read" error that was thrown when importing a PNG that has XATTR. (1273050)

  • Graphics: Fixed a crash when loading old asset bundles that contained Vulkan shader binaries. (1308947)

  • Graphics: Fixed an issue when instanced rendering light layers that were initialized to the default (first light layer) instead of zero to fix the lack of lighting on the instanced objects. (1268590)

  • iOS: Fixed a verticalOrientation deprecation warning that had missing information about ScreenOrientation.PortraitUpsideDown. (1307839)

  • iOS: Fixed an issue where background audio sources were stopped when launching an app with "Disable Unity Audio" checked. (1259748)

  • iOS: Fixed an issue where background audio would not stopped when Unity audio is disabled. (1286259)

  • macOS: Fixed an issue where extraneous dylibs from Contents of built mac player were not removed. (1312216)

  • Package Manager: Fixed an issue where Package Manager window did not pick up the right version when there were multiple versions of the same asset in the cache. (1330231)

  • Physics: Fixed an issue when tweaking ArticulationBody drive parameters would re-initialise anchors. (1315525)

  • Physics: Fixed an issue where Articulation Body Components were not responding to changes in the Inspector window at runtime. (1325234)

  • Prefabs: Fixed an issue where instantiating, duplicating or updating prefabs would not disable and re-enable the whole hierarchy, only the prefab instance. (1269686)

  • Profiler: Fixed an issue that was causing excessive profiling overhead when loading AssetBundles.

  • Scene Manager: Fixed an issue that prevented loading a scene where multiple objects have the same identifier. (1249893)

  • Scripting: Fixed an issue where Assembly Version Validation could not be enabled or disabled from the editor when the project was setup to run on the IL2CPP backend. (1307810)

  • Scripting: Fixed an issue where there were no Flags attribute added to SelectionMode enum. (1298921)

  • Serialization: Fixed an issue where SerializedProperty.propertyPath would not return the same path when invoked multiple times with an array entry path which was no longer there. (1310571)

  • UI Toolkit: Fixed multiple errors that appeared after modifying ScriptableObject's array indirectly. (1303188)

  • Virtual Texturing: Fixed incorrect GI bounce issue from certain materials. (1314358)

  • Windows: Fixed an issue where the object selector opened in between two windows in side-by-side multi-monitor setups. (1289440)

  • XR: Fixed an issue where world space UI would not render in secondary cameras. (1326167)

System Requirements

For development

OS: Windows 7 SP1+, 8, 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 2018.4.35f1

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

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