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.
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Notes sur la version
Known Issues in 2020.3.30f1
Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)
Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)
Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)
Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)
GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).
IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script (1385676)
Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)
Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)
MacOS: On Mac Unity Editor crashes when docking one EditorWindow to the side of a docked window (1397003)
MacOS: [M1] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on (1386242)
Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)
Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)
Metal: Editor crashes on BufferMetal::IsBusy after opening a Scene (1405248)
Mono: Editor crashes when coming back from Sleep mode (1395629)
OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)
Profiling: Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog (1400169)
Progressive Lightmapper: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)
Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)
Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)
Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)
2020.3.30f1 Release Notes
Asset Pipeline: Logging done in imports run in an import worker is now forwarded to the main editor log.
Asset Pipeline: Logging in import worker will now always log to local import worker log file.
Build Pipeline: Added an API to gather the lighting and fog modes used by the active scene.
Editor: Added a new API InternalEditorUtility.LoadSerializedFileAndForgetAsync which loads a serialized file on the preload thread.
Profiler: Added Profiler.EmitSessionMetaData api to pass generic metadata to the Profiler associated with profiling session.
Scene Manager: Added Developer-only toggle to view Preview Scenes on the hierarchy for debugging purposes.
Scene Manager: Added flags to support certain GameObject features in Preview Scenes (Events, GI Lights and Cameras).
Scripting: Added a new AsyncReadManager FileInfo() API to check for a file's existence and (if present) the file size.
Scripting: Added atomic safety handle boolean validation functions to AtomicSafetyHandle.bindings.cs
Editor: Fixed incorrect JobsDebugger handling of C# "readonly" keyword.
Scripting: Fixed: Unity.IO.LowLevel.Unsafe.ReadStatus.Truncated result for completion of a truncated read. A truncated read occurs when an asynchronous file request attempts to read beyond the end of a file.
Scripting: Fixed: Unity.IO.LowLevel.Unsafe.ReadStatusExtension methods - Unity.IO.LowLevel.Unsafe.ReadStatusExtension.Complete() returns true on successful completion regardless of truncated file reads.
Scripting: Updated NativeArray and NativeSlice Enumerator MoveNext functions with a define conditional atomic safety handle boolean check to ensure that existing enumerators return false when MoveNext() is called instead of throwing an exception.
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:
- 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
Package changes in 2020.3.30f1