Notas sobre la versión

Known Issues in 2020.3.5f1

  • Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

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

  • 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)

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

  • Scene/Game View: [Game view] Game stops accepting input when the Game view undocked and re-docked during Play Mode using the Input System (1320678)

  • Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 (1326481)

  • 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)

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

  • 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)

  • 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)

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

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

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

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

  • Scripting: Increased Script Assembly reload time (1323490)

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

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

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • 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)

2020.3.5f1 Release Notes

Improvements

  • Graphics: NvnDebugHud uses a different layout to display memory labels, allowing all labels to be displayed on screen.

  • Graphics: Switch shader compiler did not report correct error lines when compilation failed from included files. It is now fixed.

API Changes

  • Physics: Added: Exposed ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.

  • Services: Changed: Updated analytics dashboard to point to new location.

Changes

  • Package: Updated Windows MR package to 4.4.2.

  • 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

  • DX12: Fixed for incorrect parameter type on native plugin API IUnityGraphicsD3D12v5::TextureFromRenderBuffer and IUnityGraphicsD3D12v6::TextureFromRenderBuffer. (1278695)

  • Editor: Fixed an issue when using an unsupported keyCode in a shortcut attribute would throw exceptions. (1303144)

  • Editor: Fixed an issue where items in the right click menu were not doing anything on reorderable lists on Windows. (1307389)

  • Editor: Fixed an issue where paste as child should paste relative to parent instead of keeping world transform. (1320439)

  • Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. (1303298)

  • GI: Fixed a null pointer issue in graphics bindings. (1310875)

  • Graphics: Fixed a crash when changing the mesh data during the frame. (1227781)

  • Graphics: Fixed an incorrect cubemap texture issue on some platforms when using crunched textures. (1282758)

  • Graphics: Fixed an issue where DrawProcedural reported incorrect triangle counts to FrameStats. (1313194)

  • 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 GraphicsFormat.R8G8B8A8_SNorm was not a blendable render-target format on Metal. (1318364)

  • Graphics: Fixed for async texture deletion issue to make sure graphics commands were completed first. (1280073)

  • IMGUI: Fixed an issue where clearing the search field using 'x' button does not register changed event. (1306036)

  • macOS: Fixed an issue for failing to resign binaries after Unity had signed them with error: "file not in an order that can be processed (code signature data out of place):". (1324168)

  • macOS: Fixed Windows and Linux native plugins issue where they were getting included into the generated Xcode project. (1321049)

  • Package Manager: Fixed an issue when Package Manager asked for writable access when opening a project even though it only needed readable access. (1263378)

  • Package Manager: Fixed an issue when the project manifest and the lock file were unchanged after an UPM operation, they should not be checked out. (1263363)

  • Package Manager: Fixed an issue where project manifest and lock file were not checked out when they were made writable by Package Manager upon opening a project while upgrading project. (1263362)

  • Particles: Fixed an issue where there was a missing particle attributes to the C# Job System integration. (1312288)

  • Particles: Fixed Simulate behaviour that was incorrectly labelled as Prewarm in the profiler. (1296365)

  • Physics: Fixed an issue where Collision.relativeVelocity was being calculated incorrectly when an ArticulationBody was part of the contact pair. (1310485)

  • Physics: Fixed an issue where Kinematic Rigidbody2D did not accept MovePosition and/or MoveRotation commands when nested as a child of another Rigidbody2D. (1320783)

  • Profiler: Fixed memory tracking of UnsafeUtility allocations issue. (1320540)

  • Services: Fixed an issue where the crash reporting symbol uploader process would crash on Apple M1 hardware.

  • Services: Fixed an issue where the crash reporting symbol uploader process would crash on parsing certain dSYM files. (1312498)

  • Shaders: Fixed a crash when PrimitiveID was the only input to a stage. (1289378)

  • Shaders: Fixed a rare crash when upgrading shaders. (1299790)

  • Shaders: Fixed an issue where #pragma once directive was not working correctly with the caching preprocessor. (1322879)

  • Shaders: Fixed an issue where sprites were using default sprite material a not rendering in the Editor when build target was set to console. (1318066)

  • Shaders: Fixed an issue where the incorrect code was generated by HLSLcc for textureQueryLod GLSL function. (1314040)

  • Shaders: Fixed incorrect line numbers reported for errors in shader files when using Caching preprocessor. (1318689)

  • Timeline: Fixed timeline audio playing on timelines with GameTime update mode issue when Time.timeScale was 0. (1269783)

  • Video: Fixed an issue when VideoPlayer.frameReady did not get invoked after seeking a video to a frame. (1302462)

  • Windows: Fixed an issue where setting a custom cursor would not respects Windows DPI and Ease of Access settings related to the cursor size. (1305480)

  • Windows: Fixed an issue where the Win10 SDK was not installed properly. (1308226)

  • XR: Fixed a CommandBuffer.SetRenderTarget() with XR single-pass rendering issue. (1261545)

  • XR: Fixed a depth buffer sharing support issue. (1242142)

  • XR: Fixed an issue for frame debugger editor which broke XR rendering. (1275361)

  • XR: Fixed some improper temp string usage issue that were 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 9.0 or higher.

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

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

For running Unity games

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

  • Desktop:

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

Changeset: 8095aa901b9b

Unity 2020.3.5

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