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.

RSS

Subscribe to our LTS feed and get access to the latest LTS as soon as it's released.

LTS Release 2019.4.39f1

Released:

LTS Release 2019.4.39f1

Released:

Known Issues in 2019.4.39f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.39f1 Release Notes

API Changes

  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.

Fixes

  • 2D: Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)

  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)

  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)

  • Android: Fixed a crash when using a custom cursor. (1379249)

  • Android: Fixed a Java local reference leak when AndroidJavaProxy is passed as argument to AndroidJavaObject.Call/CallStatic. (1389252)

  • Animation: Improved performance with generating animation bindings. (1353998)

  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)

  • Graphics: Fixed an issue that EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Fixed an issue that the crunch compression now properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • iOS: Fixed QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)

  • iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515)

  • macOS: Fixed arrow key functionality in dialogs in the Mac Editor. (1279832)

  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)

  • Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module. (1373996)

  • Scripting: Fixed an issue to ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)

  • Scripting: Fixed an issues that isOverriable was not working. (1423498)

  • Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. (1373388)

  • Shaders: Fixed a bug where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register. (1383901)

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

  • WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. (1225254)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. This removes duplicates for Oculus, and MockHMD. (The original fogbugz was for OpenXR which is only on 2020.3, but it was discovered that the issue exists for Oculus and MockHMD as well, which are also available on 2019.4. The fix is the same, so the fix is also being ported to 2019.4).

  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

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

Package changes in 2019.4.39f1

Packages updated

LTS Release 2021.3.2f1

Released:

LTS Release 2021.3.2f1

Released:

Known Issues in 2021.3.2f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Textures are not compressed when building bundles (1412557)

  • DirectX11: Crash on GfxDeviceD3D11Base::ResolveDepthIntoTexture when opening the project (1408785)

  • DirectX11: Random-write to UAV texture from shadowcaster shader causes GPU hang when filtering Scene Hierarchy objects (1417589)

  • IL2CPP: [Mobile] [IL2CPP] Build fails when using custom script and target architecture ARM64 is selected (1420369)

  • IMGUI: Impossible to change the Gradient's location value in the Visual Effects Graph when using the keyboard (1420954)

  • Linux: Editor crashes at "GfxDeviceGLES::DrawBuffersBatchMode" when entering Play Mode in the LEGO tutorial (1423683)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Linux: New Input System's Input Actions windows's Binding Path dropdown is rendered as an empty white square on Linux (1391850)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Mono: Crash with ScanAssemblyForAttributesAndInterfaceImplementations when opening a project (1376858)

  • Mono: [Android] "Found plugins with same names" error is thrown when building on Android with duplicate .dll files (1373388)

  • Package: Unity crashes in batch mode when using -vcsMode Perforce (1396449)

  • Physics: Crash on internalABP::ABP_PairManager::addPair when switching to ArticulationJointType.SphericalJoint during runtime (1418715)

  • Quality of Life: ReorderableList out of bounds exeception (1399803)

  • Quality of Life: [Mac] ShortcutManager ignores Shift modifier (1424655)

  • Scene/Game View: Game Object Material starts flickering when dragging new material over other Game Object that touches first Object (1423053)

  • Search: Fail to load the search index concurrently (1417609)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shader System: Editor crashes in Play mode when Groupshared memory and a constant buffer value is used in a compute shader on OpenGLES3 (1413012)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Texture: File could not be read error is thrown when a 16 bit .tif file is present in the project (1404047)

  • Version Control: Crash on TcpProtobufClient::EndBatch when creating a Prefab and Cache Server is disconnected (1383891)

  • Web Platform: [Linux] Webgl build crashes every time when using Unity Editor on Linux (1411380)

  • WebGL: WebGL Input System interactions are delayed or played preemptively when the project is built (1405517)

2021.3.2f1 Release Notes

Features

  • Version Control: Added "Switch to changeset" menu option in changesets view
    Added "Go back to changeset" menu option in changesets view

Improvements

  • Graphics: Using memoryless MSAA now also applies to the MSAA attachment when depth resolve is used

  • License: show proper license error dialog when editor is opened with a build license

API Changes

  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.

Changes

  • Services: UGS packages are now available in the Package Manager

  • Version Control: Removed category icons from views
    Removed "com.unity.services.core" package dependency

  • XR: The Oculus XR Plugin package has been updated to 3.0.1.

  • XR: Updated OpenXR Package to 1.4.0

Fixes

  • 2D: [com.unity.2d.animation] Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)

  • 2D: [com.unity.2d.animation] Fixed an issue where moving vertices in the Skinning Editor might result in invalid edges (1386153)

  • 2D: [com.unity.2d.animation] Fixed an issue where the SpriteSkin components would not get initialized on editor launch. (1401139)

  • 2D: [com.unity.2d.animation] Sprite Library cannot reference itself in the Main Library field or any asset that references it. (1401464)

  • 2D: [com.unity.2d.tilemap.extras] [AnimatedTileEditor] Fix undo when setting number of Sprites for Animated Tile.

  • 2D: [com.unity.2d.tilemap.extras] [RuleTileEditor] Fix undo when setting number of Rules for Rule Tile.

  • 2D: [com.unity.2d.tilemap.extras] [RuleTileEditor] Use different text color for Extend Neighbors with dark and light skin.

  • 2D: [com.unity.2d.tilemap.extras] [RuleTile] Fix data for custom container fields not being transferred in RuleOverrideTiles overriding a Custom Rule Tile.

  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)

  • Android: Fix build failure when you had .androidlib plugin in a package. (1394476)

  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)

  • Android: Fixed XR subsystem initialization in case of app bundle + asset packs. (1392895)

  • Asset Bundles: Ensure that padding is added after blocks info so that Switch patching works appropriately. This fix implies that loading newly generated AssetBundles will require using this new Unity editor/runtime combination. (1403996)

  • Build System: Dedicated server build will not inadvertently strip mesh data from meshes used for collision. (1399961)

  • DX12: - Offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported, full implementation is upcoming. (1381731)

  • Editor: Backport bug fix from 2022.2: Executing Build And Run with Dedicated Server platform now opens terminal window on Linux and macOS.

  • Editor: Ensured that the Application Identifier errors and warnings are shown in the correct cases. (1382818)

  • Editor: Fixed an issue where the "Install into source code 'build' folder" would not build in the source code folder. (1366021)

  • Editor: Fixed crash that could occur when docking a window, if its size is momentarily zero. (1397003)

  • Editor: Fixed incorrect screen size when dragging in the prefab stage. (1394756)

  • Editor: Fixed the validation of the Application Identifier.

  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)

  • Editor: Fixing issue where if the Gameview was a fixed size, upon opening the editor the the Gameview was in the background it wouldn't update its size value properly. (1378321)

  • GI: Fixed NaN artifacts that were sometimes appearing in lightmap when sampling a rectangle light. (1360935)

  • Graphics: Fix global UAVs is Ray Tracing shaders (e.g. closesthit shader) generating errors in the console window when used. (1411409)

  • Graphics: Fix redundant store of depth buffer MSAA samples to memory on Quest when depth resolve is used. (1413086)

  • Graphics: Fixed a missing API documentation on the Graphics Core Package.

  • Graphics: Fixed mipmap streaming issue that could happen in projects where Quality Setting "Texture Quality" specifies a texture mipmap level of lower resolution that the one set in Quality Setting "Texture Streaming / Max Level Reduction" (case 1417480) (1410879)

  • Graphics: Fixed wrong RT discarding on metal when using CommandBuffers in OnRenderImage. (1395106)

  • Graphics: Universal backport for missing shader keyword using shader graph with deferred rendering. (1372326)

  • HDRP: Fixed an issue with overlay queued shaders not rendering in HDRP (case 1400281). (1379399)

  • HDRP: Fixed decal normal overwriting normal map when normal blending is enabled. (1400660)

  • HDRP: Fixed volumetric fog being clamped by the max shadow distance on metal. (1419758)

  • HDRP: Improved robustness of path tracing dirtiness check. (1401691)

  • IL2CPP: Workaround the Clang 12+ bug that could surface with IL2CPP by changing the Hash128 constructor code. (1422065)

  • iOS: Prioritised the connected device for Xcode's run destination when building & running an iOS project on Apple Silicon. (1402105)

  • License: Increase timeouts of license client and disable signature validation.

  • macOS: Fixed "Already have uncommitted encoder" error present under some circumstances. (1400691)

  • Networking: UnityWebRequest: filter error display in players Developer console the same way as in Editor. (1413106)

  • Package Manager: Fixed an issue where in "My Assets" tab, some package thumbnails lead to wrong target URLs.

  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)

  • Profiler: Added option to disable GPU ProfilerRecorders on OpenGL, which otherwise block the "GPU Usage" Profiler module. (1359552)

  • Scene/Game View: Fixed Overlays layout not maintained after domain reload. (1410898)

  • Scripting: Fixed an editor crash when loading a precompiled assembly compiled with a compiler lacking "ref struct" support.

  • Scripting: Ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)

  • Shaders: Changing line endings in shaders or include files will no longer cause recompilation of variants. (1415557)

  • Shaders: Compute shader compilation progress bar no longer gets stuck. (1415495)

  • Shaders: Fixed a rare shader compiler crash when expanding unterminated macros. (1402454)

  • Shaders: Fixed Vulkan graphics artifacts in HDRP when there is high density of light sources. (1404875)

  • Shaders: Material, Shader and MaterialPropertyBlock will now show an error in Editor and development player builds when adding a value using one of the Set* methods with the same name but different underlying type as an existing value set previously. (1404185)

  • uGUI: Fixed issue in TimeManager that led to unscaledDeltaTime to be 0, cascading to other areas such as the ScrollRect code that produced a NaN in resulting calculations. (1375087)

  • UI Toolkit: Fixed asset reimportation/refresh cause exception when displayed on the game view. (1402588, 1420033)

  • UI Toolkit: Fixed erroneous visual when removing inline style related to the transform (rotate, translate and scale). (1392844)

  • UI Toolkit: Fixed UI Builder theme serialization. (1402333)

  • UI Toolkit: UI Toolkit and UI Builder packages are no longer accidentally inserted into user project when there's an indirect dependency from a different package.

  • Universal: acked depth-stencil format is used again on some platforms to improve graphics performance. (1416507)

  • Universal Windows Platform: Fixed an issue where games sometimes running on integrated GPU on certain laptops. UWP player will now behave like Windows Standalone and will always try to run on the dedicated GPU. (1394866)

  • Universal Windows Platform: Fixed development builds not starting up on Windows 10 versions prior to build 15063.

  • Universal Windows Platform: Fixed SystemInfo.operatingSystem returning wrong Windows version on some versions of Windows (notably builds 18363, 19042, 19043 and 19044). (1400786)

  • URP: Fixed Blit and MotionVectors shader compilation errors with GLES2 API. (1388668)

  • Version Control: Fixed light theme icons used in dark theme after pulling incoming changes.
    Fixed "Input string was not in a correct format" error.

  • Video: Fixed crash on UnityMain when building for server with active VideoPlayer in Scene. (1350949)

  • Windows: Fixed "-monitor" argument incorrectly affecting the target display when desired window bounds exceed the resolution of the target display. (1401606)

  • Windows: When building for x86 with IL2CPP and Visual Studio 2017, Unity will use 64-bit tools, which makes the linker less likely to run out of memory on large projects. Unity already used 64-bit tools when using Visual Studio 2019 and 2022.

  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

Package changes in 2021.3.2f1

Packages updated

Packages no longer available

  • com.unity.services.analytics-runtime

LTS Release 2020.3.34f1

Released:

LTS Release 2020.3.34f1

Released:

Known Issues in 2020.3.34f1

  • Animation: 'Make transition' option is not displayed when right-clicking on the Animation State (1413918)

  • DirectX11: Random-write to UAV texture from shadowcaster shader causes GPU hang when filtering Scene Hierarchy objects (1417589)

  • DOTS: [Plaforms] Build Configuration General Settings only lets to change Major and Minor versions in 0.50 Platforms version (1415919)

  • 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).

  • Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Physics: Crash on internalABP::ABP_PairManager::addPair when switching to ArticulationJointType.SphericalJoint during runtime (1418715)

  • Quality of Life: ReorderableList out of bounds exeception (1399803)

  • Quality of Life: [Mac] ShortcutManager ignores Shift modifier (1424655)

  • Scene/Game View: Game Object Material starts flickering when dragging new material over other Game Object that touches first Object (1423053)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Texture: File could not be read error is thrown when a 16 bit .tif file is present in the project (1404047)

2020.3.34f1 Release Notes

API Changes

  • Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.

  • iOS: Added: iPad Air 5 and iPhone SE 3 to devices.

Fixes

  • AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons. (1328727)

  • Core: Removed disposed NativeArray and NativeSlice check when iterating or accessing properties like Length due to a performance regression when collections checks are enabled. (1393315)

  • Editor: Fixed an issue where if the Gameview was a fixed size, upon opening the editor the the Gameview was in the background it wouldn't update its size value properly. (1378321)

  • Editor: Fixed NullReference when showing UnityEvent popup and the GameObject contained a component with a missing script. (1388739)

  • GI: Fixed NaN artifacts that were sometimes appearing in lightmap when sampling a rectangle light. (1360935)

  • Graphics: Fixed a setScissorRect crashing on metal when adjusting panels in editor. (1256241)

  • Graphics: Fixed build prints out (Can't delete buffers from graphics jobs) logs in the console. (1384840)

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • Graphics: Fixed shadow maps in frame debugger. (1278463)

  • IL2CPP: Corrected the behavior of byte to integer conversions when they happen across basic blocks (e.g. inside the ternary operator). (1382752)

  • IL2CPP: Corrected the Socket SendTimeout and GetTimeout property getter implementations on Posix platforms. (1403251)

  • IL2CPP: Fixed an issiue to allow blittable, generic value types to be marshaled as delegate parameters. (1348863)

  • IL2CPP: Fixed an issue to ensure that exception handlers are properly sorted internally to avoid code conversion errors with System.Text.Json (and maybe other assemblies). (1400410)

  • License: Increased timeouts of license client and disable signature validation.

  • Networking: Fixed an issue that UnityTLS client API doesn't correctly validate certificates. (1413222)

  • Networking: Fixed UnityWebRequest: filter error display in players Developer console the same way as in Editor. (1413106)

  • Package Manager: Fixed an issue that in "My Assets" tab, some package thumbnails lead to wrong target URLs.

  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)

  • Package Manager: Fixed bug where Package Manager window In Project list would be empty for a newly created project. (1350368)

  • Particles: Fixed a particle flickering. (1415307)

  • Physics: Fixed an issue with cloth interpolation where tabbing in/out of an application on Windows Players would cause the component to behave erratically. (1380001)

  • Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. (1373388)

  • Shaders: Added missing eye index setup macro in surface shader. (1406798)

  • Shaders: Fixed a bug where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register. (1383901)

  • uGUI: Fixed issue in TimeManager that led to unscaledDeltaTime to be 0, cascading to other areas such as the ScrollRect code that produced a NaN in resulting calculations. (1375087)

  • Universal Windows Platform: Fixed development builds not starting up on Windows 10 versions prior to build 15063.

  • Universal Windows Platform: Fixed games sometimes running on integrated GPU on certain laptops. UWP player will now behave like Windows Standalone and will always try to run on the dedicated GPU. (1394866)

  • Universal Windows Platform: Fixed SystemInfo.operatingSystem returning wrong Windows version on some versions of Windows (notably builds 18363, 19042, 19043 and 19044). (1400786)

  • WebGL: Fixed video playback in Firefox to loop seamlessly. For more information, see https://bugzilla.mozilla.org/show_bug.cgi?id=1668591. (1267333)

  • WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. (1225254)

  • Windows: Fixed "-monitor" argument incorrectly affecting the target display when desired window bounds exceed the resolution of the target display. (1401606)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. This removes duplicates for OpenXR, Oculus, and MockHMD. (1411616)

  • XR: Fixed occlusion mesh showing up when stereo is disabled. (1307273)

  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

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

Package changes in 2020.3.34f1

Packages updated

Packages added

LTS Release 2021.3.1f1

Released:

LTS Release 2021.3.1f1

Released:

Known Issues in 2021.3.1f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Textures are not compressed when building bundles (1412557)

  • Dedicated Server: Data from mesh colliders are stripped in dedicated server builds (1399961)

  • DirectX11: Crash on GfxDeviceD3D11Base::ResolveDepthIntoTexture when opening the project (1408785)

  • Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Mono: [Android] "Found plugins with same names" error is thrown when building on Android with duplicate .dll files (1373388)

  • Native Window Management: Windows Editor misses some right mouse clicks right after cursor is locked and unlocked if left mouse button is held down (1365651)

  • Quality of Life: ReorderableList out of bounds exeception (1399803)

  • Search: Fail to load the search index concurrently (1417609)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Settings Window: Spaces and symbols of the Project name are changed to hyphens causing "Invalid characters" warning in the Bundle Identifier (1412412)

  • Shader System: Editor crashes in Play mode when Groupshared memory and a constant buffer value is used in a compute shader on OpenGLES3 (1413012)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Texture: Unity crashes when compressing texture with non-power of 2 dimension size texture using Texture2D.Compress (1417802)

  • uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera (1394756)

  • Version Control: Crash on TcpProtobufClient::EndBatch when creating a Prefab and Cache Server is disconnected (1383891)

  • WebGL: WebGL Input System interactions are delayed or played preemptively when the project is built (1405517)

2021.3.1f1 Release Notes

Improvements

  • Version Control: Added support for TLSv1.2 connections to Perforce servers. The Plugin is now using Perforce API v17.2. (1404016)

API Changes

  • Android: Changed: Rename TouchScreenKeyboard.Android.closeKeyboardOnOutsideTap to TouchScreenKeyboard.Android.consumesOutsideTouches. (1400608)

  • Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.

Fixes

  • Android: Fixed a crash caused by out of memory on Android when using Vulkan. (1394782)

  • Asset Pipeline: Fixed an issue where assets with dependencies on a script might not get updated correctly if a [FormerlySerializedAs] attribute was added. (1405215)

  • Editor: Fixed ActiveTrackers not being correctly updated when Inspector Locked or in Debug mode, leading to incorrect Gizmo behaviors.

  • Editor: Fixed Scene.isSubScene flag not persistent in some cases when reloading an open scene. (1396151)

  • GI: Fixed terrain with holes that could be wronfully ignored by the lightmapper. (1384239)

  • Graphics: Fixed a crash in Vulkan backend when out of GPU memory. (1225488)

  • Graphics: Fixed a crash in Vulkan backend when running out of GPU memory while building asset bundles on AMD GPUs. (1385669)

  • Graphics: Fixed a RenderTexture with randomWrite (UAV) that has dynamic resolution enabled with Vulkan. (1366269)

  • Graphics: Fixed a Vulkan validation error when using dynamic resolution with Vulkan on some drivers. (1367535)

  • Graphics: Fixed Vulkan validation error when creating a 3D RenderTexture with mip maps. (1367999)

  • IL2CPP: Fixed a byte to integer conversions issue when they happen across basic blocks (e.g. inside the ternary operator). (1382752)

  • IL2CPP: Fixed an issue where the UnityLinker would generated duplicate unresolved method stubs for a method that was referenced twice via two different method references. (1376513)

  • IL2CPP: Fixed RuntimeInformation.IsOSPlatform on desktop platforms issue. (1399596)

  • Input: Fixed editor shortcuts on macOS not respecting keyboard layout. (1380906)

  • Networking: Fixed an issue where UnityTLS client API did not correctly validate certificates. (1413222)

  • Particles: Fixed particle rendering from command buffers. (1263019, 1273221, 1289755)

  • Profiler: Fixed reported "system used memory" in Profiler and Profiler Counter to be closer to system tools reported values. (1383173)

  • Scene/Game View: Fixed bug with hiding overlays in overlay toolbar hiding entirely the toolbar.

  • Shaders: Fixed a missing eye index setup macro in surface shader. (1406798)

  • Shaders: Fixed an issue where there was a missing buildTarget property in the ShaderCompilerData struct. (1403750)

  • Shaders: Fixed incorrect batching for shadow casters when shaders have properties affecting fixed-function state. (1328077)

  • UI Toolkit: Fixed hierarchy change during a layout calculation may cause a crash. (1402253)

  • UI Toolkit: Fixed static initialization errors around VisualElement instances. (1394597)

  • URP: Fixed Android Vulkan issues with depth prepass and copy depth pass. (1386503)

  • Web: Fixed mouse positions in the MouseMove handler in the new input system based on the mouse event. MouseUp and MouseMove events are relative to the window object, whereas MouseDown and Wheel events are relative to the canvas object. (1385365)

Package changes in 2021.3.1f1

Packages updated

Packages added

LTS Release 2019.4.38f1

Released:

LTS Release 2019.4.38f1

Released:

Known Issues in 2019.4.38f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.38f1 Release Notes

Improvements

  • 2D: Optimized texture space needed for rect packing.

  • Graphics: Allowed selection of sRGB format for rendertextures. (1295276)

  • Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)

Changes

  • 2D: Removed Triangle.Net from 2D Animation runtime.

  • Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

  • Package Manager: Enabled the Git LFS cache by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.

Fixes

  • 2D: Fixed a null exception when importing files with masks. (1388820)

  • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

  • Asset Bundles: Fixed a regression where skinned mesh were no longer being compressed. (1391542)

  • Asset Bundles: Fixed an issue sothat when copying file and meta on disk, renaming the asset bundle name is preserved. (1385129)

  • Core: Updated libcurl to 7.80 to address security vulnerabilities. (1383040)

  • Editor: Fixed an Editor crash when adding scripts to objects where the class name did not match the filename. (1411915)

  • GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)

  • GI: Fixed case 1394168 caused by out-of-bounds access when light probes had no coefficients. (1394168)

  • Graphics: Improved to CullScene performance; in large scenes (10000+ Renderers) this can halve the time spent in CullScene. (1399880)

  • IL2CPP: Fixed an issue so that exception handlers are properly sorted internally to avoid code conversion errors with System.Text.Json (and maybe other assemblies). (1400410)

  • IL2CPP: Fixed an issue to allow [Preserve] in assemblies whose name starts with Microsoft. (1397381)

  • IL2CPP: Fixed error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)

  • IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)

  • IL2CPP: Improved error messages when we cannot compile C++ code due to Visual C++ toolchain or Windows SDK being not installed on the machine. (1287868)

  • IMGUI: Fixed memory leak when continuously calling Repaint inside OnGUI after GUI.Window. (1371866)

  • Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory. (1382446)

  • Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)

  • Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS). (1388256)

  • Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages.

  • Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.

  • Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)

  • Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)

  • Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed.

  • Particles: Fixed an issue to restore Trail material if module is toggled off then on again. (1363211)

  • Physics: Fixed an issue with cloth interpolation where tabbing in/out of an application on Windows Players would cause the component to behave erratically. (1380001)

  • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

  • Video: Removed spike on the main thread when changing the video clip. (1384846)

  • WebGL: Fixed crash when using AudiClip.priority and AudioSettings.Reset. (1385590)

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

Package changes in 2019.4.38f1

Packages updated

LTS Release 2021.3.0f1

Released:

LTS Release 2021.3.0f1

Released:

Known Issues in 2021.3.0f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Textures are not compressed when building bundles (1412557)

  • Asset Bundles: Spaces and symbols of the Project name are changed to hyphens causing "Invalid characters" warning in the Bundle Identifier (1412412)

  • Editor: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • Dedicated Server: Data from mesh colliders are stripped in dedicated server builds (1399961)

  • DirectX11: Crash on GfxDeviceD3D11Base::ResolveDepthIntoTexture when opening the project (1408785)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Mono: [Android] "Found plugins with same names" error is thrown when building on Android with duplicate .dll files (1373388)

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shader System: Editor crashes in Play mode when Groupshared memory and a constant buffer value is used in a compute shader on OpenGLES3 (1413012)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera (1394756)

  • Vulkan: [HDRP] [Vulkan] Crash on vk::DataBuffer::CreateResource on opening Shader Graph Sample Project with Vulkan API (1225488)

  • WebGL: WebGL Input System interactions are delayed or played preemptively when the project is built (1405517)

2021.3.0f1 Release Notes

Fixes

  • Universal Windows Platform: Fixed an issue where builds would hang on startup on HoloLens. (1414288)

LTS Release 2020.3.33f1

Released:

LTS Release 2020.3.33f1

Released:

Known Issues in 2020.3.33f1

  • Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" (1395710)

  • 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 on Try block ends without any catch, finally, nor fault handler (1400410)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Mono: [Android] "Found plugins with same names" error is thrown when building on Android with duplicate .dll files (1373388)

  • Scene/Game View: Camera resolution is set to default when opening the Editor (1378321)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2020.3.33f1 Release Notes

Improvements

  • 2D: Optimized texture space needed for rect packing.

  • Editor: Support Hungarian (and other) unicode characters in editor. (1300004)

  • Graphics: Improved to CullScene performance; in large scenes (10000+ Renderers) this can halve the time spent in CullScene. (1399880)

API Changes

  • Android: Changed: Renamed TouchScreenKeyboard.Android.closeKeyboardOnOutsideTap to TouchScreenKeyboard.Android.consumesOutsideTouches. (1400608)

Changes

  • 2D: 2D Animation, PSD Importer, 2D Common and 2D Sprite Shape have updated their Unity minimum version to Unity 2020.3.26f1.

  • 2D: Removed Triangle.Net from 2D Animation runtime.

  • Package Manager: The Git LFS cache enabled by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.

Fixes

  • 2D: Fixed 'require texture compression' setting being reset during player build. (1397965)

  • 2D: Fixed a null exception when importing files with masks. (1388820)

  • 2D: Fixed an issue where the SpriteSkin components would not get initialized on editor launch. (1401139)

  • Android: Fixed an issue to not add PlayCore dependency to build.gradle file if it is already added to the project as an .aar file. (1374774)

  • Android: Fixed high memory usage for textures when uploading textures at runtime using Vulkan. (1300900)

  • Asset Pipeline: Fixed an issue that folder case-renaming are not properly detected by Perforce on a case-sensitive server (Linux). (1337143)

  • Asset Pipeline: Fixed an issue where assets with dependencies on a script might not get updated correctly if a [FormerlySerializedAs] attribute was added. (1405215)

  • Build Pipeline: Fixed an issue to allow BuildPlayerOptions.assetBundleManifestPath to be used when building player. (1399616)

  • Build Pipeline: Fixed edge case passing in missing or deleted objects could crash the Editor during the build. (1357414)

  • Editor: Fixed an Editor crash when adding scripts to objects where the class name did not match the filename. (1411915)

  • Editor: Fixed an issue and now the Application Identifier errors and warnings are shown in the correct cases. (1382818)

  • Editor: Fixed an issue causing C# serializable generic types to incorrectly contain data for editor only fields in serialized data when in a player context.

  • Editor: Fixed Animator state not showing controls due to presence of ReorderableList. (1412466)

  • Editor: Fixed the validation of the Application Identifier.

  • Graphics: Fixed an issue that Crunch compression now properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: Fixed an issue that EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Fixed issue with resolution change when using renderFrameInterval. (1355972)

  • IL2CPP: Corrected the logging of UnityLinker and IL2CPP messages in the editor log when UNITY_EXT_LOGGING is enabled. (1386302)

  • IMGUI: Fixed a memory leak when continuously calling Repaint inside OnGUI after GUI.Window. (1371866)

  • Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)

  • Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS). (1388256)

  • Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages.

  • Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.

  • Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)

  • Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)

  • Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed.

  • Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module. (1373996)

  • UI Toolkit: Fixed an issue that an invisible VisualElement with UsageHints.GroupTransform set would not apply its transform to its visible descendants. (1402057)

  • Universal Windows Platform: Fixed builds hanging on startup on HoloLens. (1414288)

  • Web: Updated UnityLoader.js macOS string to match the string SystemInfo.cpp checks against. (1375632)

  • WebGL: Fixed a crash when using AudiClip.priority and AudioSettings.Reset. (1385590)

  • XR: Fixed 2x memory usage on Quest for textures that are created procedurally. (1378571)

  • XR: Fixed a texture memory leak on texture uploads. (1287057)

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

Package changes in 2020.3.33f1

Packages updated

LTS Release 2020.3.32f1

Released:

LTS Release 2020.3.32f1

Released:

Known Issues in 2020.3.32f1

  • Animation: Animation state properties not visible when the state has an outgoing transition (1412466)

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" (1395710)

  • 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 on Try block ends without any catch, finally, nor fault handler (1400410)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • 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)

2020.3.32f1 Release Notes

Improvements

  • Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)

Changes

  • Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

Fixes

  • AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)

  • Android: Fixed a crash with Vulkan when putting app into background during startup. (1399459)

  • Asset Bundles: Fixed regression where skinned mesh were no longer being compressed. (1391542)

  • Asset Pipeline: Fixed an issue that assets are not checked out in Version Control when the NavMesh changes after baking. (1321912)

  • Core: Fixed an issue that the message "Connection is no longer valid.Calling auto disconnect" appears when closing Player. (1336988)

  • Editor: Fixed an issue where keyUp events are never received in the macOS editor under playmode. (1380143)

  • GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)

  • GI: Fixed a crash when adding another scene to the Hierarchy window. (1394168)

  • Graphics: Fixed a hang on repeated calls to GraphicsBuffer.CopyCount. (1353308)

  • Graphics: Fixed an "async texture load" error that MicroSplat terrain texture cannot be loaded. (1351248)

  • Graphics: Fixed splash screen getting rendered at slightly darker color when drawing it from script and the project uses linear color space. (1369235)

  • Graphics: Fixed sRGB graphicsFormat selection for rendertextures, now allowing selection of sRGB format. (1295276)

  • IL2CPP: Fixed a il2cpp.exe crashing on machines that used more than 64 threads. (1389102)

  • IL2CPP: Fixed an error that marshaling of delegates with by reference types is now supported when the return type is blittable. (1399978)

  • IL2CPP: Fixed an error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)

  • iOS: Fixed an issue that .meta files are no longer included in build for plugins of .plugin type. (1184957)

  • iOS: Fixed CoreText warning spam on iOS15. (1397966)

  • iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515, 1378593)

  • macOS: Fixed a rare crash in GameView pointing to BufferMetal::IsBusy. (1405248)

  • macOS: Fixed an issue that <Rosetta> will now correctly appear in the title bar next to the graphics mode if running under Rosetta 2. (1329708)

  • Package Manager: Fixed an error message that license error with a descriptive error message will be displayed. (1396272)

  • Particles: Fixed a flickering when using Mesh GPU Instancing. (1390346)

  • Prefabs: Fixed an issue that memory gets allocated for GC each frame when using PrefabStageUtility.GetPrefabStage(). (1343935)

  • Serialization: Fixed crash when entering into playmode and user would change domain during OnBeforeSerialize. (1316002)

  • UI: Fixed an issue which causes duplicated UI draw calls to show up in the Framedebugger. (1342417)

  • UI: Fixed build error when _MainTex is not present in ui shader. (1394042)

  • VFX Graph: Fixed an unexpected behavior while using Simulate on a paused effect. (1355385)

  • Windows: Fixed player window position being offset from the left side of the screen when running in windowed mode at a resolution that doesn't fully fit inside the display. (1378303)

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

Package changes in 2020.3.32f1

Packages updated

LTS Release 2019.4.37f1

Released:

LTS Release 2019.4.37f1

Released:

Known Issues in 2019.4.37f1

  • 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)

  • IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler (1400410)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.37f1 Release Notes

Improvements

  • Android: Stop trimming text input.

  • iOS: Allow picking up a background scene if no foreground scenes were found.

  • Particles: Added texel size and mask interaction shader properties to particle system renderer.

  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.

Fixes

  • 2D: Fixed an issue that uGUI loaded from the asset bundles in the editor is not displayed. (1369873)

  • AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)

  • Asset Import: Fixed an issue where creating an asset during OnPostprocessAllAssets() with custom dependencies registered could cause an infinite import loop. (1383416)

  • Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material is present and we shut down. (1338910)

  • Asset Pipeline: Fixed an issue that empty meta files are handled as malformed now. (1361260)

  • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)

  • Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. (1356566)

  • Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)

  • Editor: Fixed default doc url so it correctly points on 2019 doc. (1397454)

  • Graphics: Fixed potential stall on buffer uploads in OpenGL GfxDevice. (1369478)

  • Graphics: Fixed the following issues:

    • CustomRenderTexture no longer crashes Mac/Linux during circular dependency sorting cases.

    • CustomRenderTexture no longer updates when not called for.

    • CustomRenderTextures that use other CustomRenderTextures to update their contents will now update in the correct order according to their dependencies.

    • CustomRenderTextures with OnDemand and Realtime update mode can now correctly depend on each other in an update chain. (1246473)

  • iOS: Fixed an issue that .meta files are not included anymore in build for plugins of .plugin type. (1184957)

  • iOS: Fixed an issue to ensures Autorotation is disabled when manually specifying Portrait. (1399856)

  • iOS: Fixed an issue to stop CoreText warning spam on iOS15. (1397966)

  • iOS: Fixed Screen.cutouts returns a null value on some iPhones. (1371461)

  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)

  • iOS: Fixed splash screen sometimes showing in the wrong orientation. (1400716)

  • iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. (1381968)

  • Particles: Fixed particle rendering from command buffers. (1263019)

  • Prefabs: Improved error handling when loading broken prefab files. (1251496)

  • Scripting: Fixed an issue to make AddComponent scale better with the projects amount of components. (1278548)

  • Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.

  • uGUI: Fixed an issue that sorting layer is no longer overriden when a canvas is created manually by the user for a Template element (inside Dropdown). (1343542)

  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)

  • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

  • Video: Fixed Video Player crash/malfunction on Android versions less than 9. (1372202)

  • Windows: Fixed crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. (1360010)

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

Package changes in 2019.4.37f1

Packages updated

LTS Release 2020.3.31f1

Released:

LTS Release 2020.3.31f1

Released:

Known Issues in 2020.3.31f1

  • 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)

  • DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" (1395710)

  • 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 on Try block ends without any catch, finally, nor fault handler (1400410)

  • Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field (1387037)

  • Metal: Consistent EditorLoop 5-10ms spikes when using Metal API (1378985)

  • Metal: Editor crashes on BufferMetal::IsBusy after opening a Scene (1405248)

  • 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)

  • Visual Effects - Legacy: [URP] Particles are flickering when in Play Mode (1390346)

2020.3.31f1 Release Notes

Improvements

  • Android: Updated some APIs to support the behavior changes of LocationManager in Android 12. (1379467)

  • Asset Bundles: Improved performance of Asset Bundle building when many bundles exist. (1358059)

  • IL2CPP: Improved error messages when we cannot compile C++ code due to Visual C++ toolchain or Windows SDK being not installed on the machine. (1287868)

  • Physics: Enabled setting inertia tensor to be equal to zero (infinite). (1394069)

  • Scripting: Improved AddComponent so it scales better with the projects amount of components. (1278548)

  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.

API Changes

  • Shaders: Added: An option in Pass.CompileVariant API to generate shader data for use by external tools. (1371640)

Changes

  • Android: Text input is no longer trimmed. (1376463)

Fixes

  • 2D: Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode. (1391590)

  • AI: Fixed NavMeshAgent teleports to a wrong location when reaching a border carved by a NavMeshObstacle. (1363687)

  • Android: Fixed a crash when using a custom cursor. (1379249)

  • Android: Fixed a crash where app would crash if it was put to background before Unity initialisation and then opened via URL. (1391522)

  • Android: Fixed black screen when resuming application with native dialog present. (1361532)

  • Android: Fixed Oculus on-screen keyboard status when not enabled in manifest. (1361663)

  • Asset Bundles: Fixed an issue that when copying file and meta on disk, renamed asset bundle name is preserved. (1385129)

  • Asset Import: Fixed an issue that AssetImportContext.AddObjectToAssets does not work in AssetPostprocessor methods. (1393009)

  • Asset Import: Fixed an issue that Textures passed to AssetPostprocessor methods have no name.

  • Asset Import: Fixed an issue where the VisualEffectImporter logs an error on every import. (1405641)

  • Asset Pipeline: Fixed an issue that generating previews for scenes could sometimes block saving asset until finished. (1330504)

  • Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. (1356566)

  • Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)

  • Editor: Fixed an issue to prevent missing segments in the Bundle Identifier for Apple platforms by replacing invalid characters with hyphens (similar to Xcode's behaviour). (1352216)

  • Editor: Fixed arrow key functionality in dialogs in the Mac Editor. (1279832)

  • Editor: Fixed exceptions when assigning array size via array size field in ReorderableList inspector control.

  • Editor: Fixed model preview window not rendering UVs due to back face culling being turned on. (1379783)

  • Editor: Fixed ReorderableList element height not updating when dynamic changes to list content happen. (1341015, 1342485, 1342814)

  • GI: Fixed an Editor crash in Optix when Generating Lighting multiple times. (1358477)

  • Graphics: Fixed a potential stall on buffer uploads in OpenGL GfxDevice. (1369478)

  • Graphics: Fixed Brief garbage frame after changing resolution on Metal by ensuring that the recreated surface on size change doesn't dispose of its previously rendered contents. (1383853)

  • Graphics: Fixed corruption of mip levels of non-readable ASTC cubemap texture. (1383196)

  • Graphics: Fixed disappearing mesh when "Keep Quads" is enabled in import settings. (1327826)

  • IL2CPP: Fixed issue with IL2CPP builds where user had configured their own Newtonsoft Json DefaultSettings. (1385676)

  • IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)

  • iOS: Fixed an issue to allow picking up a background scene if no foreground scenes were found. (1400794)

  • iOS: Fixed Screen.cutouts returns a null value on some iPhones. (1371461)

  • iOS: Fixed Screen.orientation setting to ensures Autorotation is disabled when manually specifying Portrait. (1399856)

  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)

  • iOS: Fixed splash screen sometimes showing in the wrong orientation. (1400716)

  • iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. (1381968)

  • Kernel: Fixed invalid "System is running out of memory" error on macOS M1 laptops. (1386242)

  • macOS: Fixed "Already have uncommitted encoder" error present under some circumstances. (1400691)

  • macOS: Fixed a crash when passing '-force-glcore' to Unity Editor on macOS. (1374768)

  • macOS: Fixed an issue that UnityEngine.SystemInfo.processorFrequency returns 0 on Apple Silicon. (1396529)

  • macOS: Fixed incorrect resolution of some editor windows when moving the Editor from a built-in monitor to an external one while in full-screen. (1390919)

  • Mono: Fixed a few SocketAsyncEventArgs methods previously unimplemented. (1388925)

  • Package Manager: Fixed an issue where changes in the project manifest wouldn't be applied when autorefresh is disabled. (1292471)

  • Package Manager: Fixed the issue where loading spinners does not disappear when stopped.

  • Package Manager: Fixed the issue where the Package Manager UI doesn't warn the user when the .unitypackage is not compatible with the current version of Unity by adding a downgrade option with warning. (1403447)

  • Particles: Fixed an issue that the Trail material is restored now if module is toggled off then on again. (1363211)

  • Particles: Fixed memory overwrite when using trails and ringbuffer mode together. (1378274)

  • Particles: Fixed offset param in NativeArray overload of SetPaticles API. (1376804)

  • Physics: Fixed ArticulationBody.SetJointPositions and similar setter using List.Capacity instead of List.Count to determine the element count and throwing errors because of that. (1347970)

  • Profiler: Fixed Profiler Rendering module not showing stats when profiling Editor. (1382934)

  • Scene/Game View: Fixed picking in sceneview for materials with non-2D _MainTex textures. (1288999)

  • Scripting: Fixed an issue where TypeCache.GetDerivedTypesFrom<SomeInterface> could return duplicate entries. (1369411)

  • Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.

  • Serialization: Fixed SerializedProperty.DataEquals for strings and array case which was not comparing the content. (1394833)

  • Shaders: Fixed an issue that the Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive altogether. (1388229)

  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)

  • UI Toolkit: Fixed an issue that the Editor Window does not preserve the minimum height and width of UI Elements when resizing it. (1313077)

  • Universal Windows Platform: Fixed an issue that Unity generated UWP project uses hardcoded <defaultLanguage> value of en-US. (1342532)

  • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

  • Universal Windows Platform: Fixed playing videos back from outside the application/application data folders if the app has permissions to do so (for instance, the Videos library). (1376489)

  • Windows: Fixed a crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

  • Windows: Fixed absolute mouse position when mouse acceleration is enabled. (1221634)

  • Windows: Fixed Unity detecting incorrect mouse position when using a touch screen display. (1322364)

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

Package changes in 2020.3.31f1

Packages updated

News from Unity QA

We’re not just toolsmiths, but wordsmiths too! Read all the Unity QA blogposts past and present.

弊社のウェブサイトは最善のユーザー体験をお届けするためにクッキーを使用しています。詳細については、クッキーポリシーのページをご覧ください。

OK