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Known Issues in 2020.1.6f1
AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)
Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)
Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)
Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations (1265275)
Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)
Build Pipeline: Building subscenes without platform package doesn't work (1270120)
Global Illumination: [GPU PLM] OIDN produces noisy results (1272954)
Global Illumination: [GPU PLM] Optix denoiser produces noisy results (1272950)
Global Illumination: [GPU PLM][macOS] Baking is stuck on 'Finalizing Bake' stage when baking on OSX with AMD GPU (1204412)
Global Illumination: [OSX] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data (1271626)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" (1108469)
IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)
Linux: [Editor] Color picker does not work (1174814)
MacOS: [OSX] Shader import in an external exFAT drive crashes Unity (727114)
Mobile Rendering: [URP] Low performance on some Android devices when rendering only one terrain/texture (1261629)
Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)
Package: [Reflect] Standalone build fails with package errors if Unity Reflect is installed (1266377)
Packman: Editor crashes when upgrading/downgrading between 2020.1 and 2020.2 (1276565)
Project Browser: Crash on using global search patterns (1267138)
Scene Management: Allocated memory is not cleared when loading and unloading scenes (1275751)
Scene Management: Building project when two identical scenes are open crashes the editor (1266194)
Scripting: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field (1267271)
Scripting: Switching targets in SRP projects will cause XR errors on some platforms (1196164)
Scripting: [CompilationPipeline] Project recompile and package changes takes a long time when Project includes a lot of packages (1272396)
Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)
Serialization: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute (1237191)
Serialization: [Performance] Slow asset refresh when modifying any script, 45 seconds on one line change (1270910)
Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)
Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
Shadows/Lights: [Regression] Directional light shadow artefacts in 2020.2.0a21 (1271048)
Version Control: Unity crashes when connecting to a perforce server with an invalid workspace name in the Project Settings (1275466)
WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)
WebGL: [Linux] WebGL build always fails and throws a FileNotFoundException (1268262)
Window Management: [window layout] cannot load editor layout, stuck in infinite loop of "failed to load window layout" (1275270)
iOS: Images.xcassets folder does not contain LaunchImage files (1254927)
iOS: [UaaL] UnityFramework with 3rd party plugins triggers watchdog termination after launch (1262272)
iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source (1274837)
2020.1.6f1 Release Notes
System Requirements Changes
For running Unity games
- iOS: minimum version incremented to 10.0 (from 9.0).
2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields. (1250883)
AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)
Android: Fixed GrabPass when Blit Type is Auto. (1271765)
Animation: Fixed a bug where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property. (1267981)
Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame. (1266564)
Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector. (1262203)
Animation: Fixed flicker of whole animator transition inspector window when resizing it. (1233111)
Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)
Asset Import: Fixed TextureImporter Presets to correctly save their per-platform settings when modified. (1225457)
Asset Import: Fixed to ensure TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu. (1191644)
Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719)
DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)
Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)
Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode. (1267999)
Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence. (1268063)
Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize. (1271869)
GI: Fixed a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser. (1260192)
GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened. (1244688)
Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan. (1271108)
Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation. (1215635)
Graphics: Fixed a casting issue when assigning int to bool with HLSLcc.
Graphics: Fixed color writes to work during a shadow pass when a color attachment is present. (1259973)
Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources. (1220572)
Graphics: Fixed memory regression during building where VT was loading textures without unloading them. (1268383)
Graphics: Fixed SRP Batcher to be better per shader sort during shadow pass. (1261542)
IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0. (1262838)
License: Fixed an issue where Unity installers could display out-of-date terms of service. (1271930)
License: Fixed to drain leftover messages from licensing IPC after timeout. (1226308)
Linux: Fixed keypad period to associate with the correct keycode. (1267430)
Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. (1267050)
Particles: Fixed a crash caused by changing the duration in the editor during playmode. (1273529)
Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. (1261459)
Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children. (1271021)
Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator. (1257683)
Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)
Profiler: Reduced Profiler Window overhead on main thread. (1260050)
Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating. (1217542)
Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. (1269484)
Shaders: Fixed HLSLcc doing bad precision downgrading on some cases. (1228687)
Terrain: Fixed incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing. (1191833)
Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument. (1195302)
Terrain: Fixed issue where tree colliders are not rotated according to their mesh when random rotation is applied. (1248407)
Terrain: Fixed that 'Control Texture Resolution' and 'Base Texture Resolution' were not saved. (1258969)
XR: Fixed issue where GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode. (1262524)
XR: Reduced unnecessary Vulkan backbuffer allocations. (1275149)
- iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4
- XR: Update verified packages for AR Foundation and related packages.
- 2D: Update 2D template to use current verified version of 2D packages
OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)
CPU: SSE2 instruction set support.
GPU: Graphics card with DX10 (shader model 4.0) capabilities.
The rest mostly depends on the complexity of your projects.
Additional platform development requirements:
iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.
Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
For running Unity games
Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:
- 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