Install this version with Unity Hub.
Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
日本語__2020.3.11_Release Notes (.PDF)
Vous découvrez Unity ? Commencez !
Notes sur la version
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
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_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.
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.SearchAllmethod 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
EMFILEerrors 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.exeon 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)
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:
- 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