リリースノート

Known Issues in 2020.1.11f1

  • AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)

  • Animation: The Inspector is empty when selecting the Blend Tree that has been copied and pasted of other Blend Tree (1274572)

  • Asset Import Pipeline: Crash on mdb_txn_begin when SourceAssetDB has a lock on it from another process (1208749)

  • Asset Import Pipeline: Project Startup time slow due to unmatched Custom Dependencies (1276078)

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

  • Audio: "Unknown platform passed to AudioImporter" error is thrown when selecting an audio file and UWP support is installed (1279810)

  • Global Illumination: Crashing with progressive GPU when baking lighting with the AZURE Nature demo scene (1277383)

  • Global Illumination: [OSX] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data (1271626)

  • Global Illumination: [PLM] Viewport progressively updating, even with progressive updates toggle unchecked (1284697)

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)

  • IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)

  • Linux: InputSystem not mapping keyboard keys properly on Linux (1275964)

  • Package: [Reflect] Standalone build fails with package errors if Unity Reflect is installed (1266377)

  • Packman: Editor crashes when upgrading/downgrading between 2020.1 and 2020.2 (1276565)

  • Profiling: Profiler - RawFrameDataIterator ThreadID will always return 0 for profiler frame data loaded from .data files (1279213)

  • Scene Management: Allocated memory is not cleared when loading and unloading scenes (1275751)

  • Scene Management: Crash on GameObject::ActivateAwakeRecursivelyInternal when enabling a broken Prefab (1280054)

  • Scene/Game View: Editor locks up when applying a material to a prefab in isolation mode after renaming the prefab (1284799)

  • Scripting: Switching targets in SRP projects will cause XR errors on some platforms (1196164)

  • Scripting: [CompilationPipeline] Project recompile and package changes takes a long time when Project includes a lot of packages (1272396)

  • Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Vulkan: Right-clicking panels turns them black when Vulkan is the selected Graphics API (1283290)

  • WebGL: [Linux] WebGL build always fails and throws a FileNotFoundException (1268262)

  • Window Management: [window layout] cannot load editor layout, stuck in infinite loop of "failed to load window layout" (1275270)

  • iOS: [UaaL] UnityFramework with 3rd party plugins triggers watchdog termination after launch (1262272)

  • iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source (1274837)

2020.1.11f1 Release Notes

System Requirements Changes

For running Unity games
  • iOS: minimum version incremented to 10.0 (from 9.0).

Fixes

  • Android: Fixed error when exporting Gradle project that contains .aar files to the same location. (1246663)

  • Android: Fixed memory leak when using obb. (1207718)

  • Android: Fixed screen keyboard not showing up on Android 11, when input field is hidden. Previously input field was placed out of bounds of window when hidden, but due behavioral changes in Android 11, this was no longer a valid way. The input field will be made completely transparent now when input field is requested to be hidden. (1258071)

  • Animation: Fixed a Playmode crash in the Editor that happens after modifying scripts while animating certain UI Components using the Animation Component. (1238859)

  • Asset Pipeline: Fixed assert in loaded asset management - 'it->second.IsValid() that could get triggered for default imported assets. (1268154)

  • Asset Pipeline: Fixed for RefreshProfiler reporting numbers not aligned with log text. (1281837)

  • Editor: Fixed to preserve meta file info when drag-copying assets in the Project Window. (1276574)

  • Graphics: Fixed such that draw calls done in script are now displayed correctly when the Frame Debugger is connected to remote players. (1261959)

  • Graphics: Fixed terrain reverting to builtin material after having been upgraded using URP upgrader. (1204189)

  • IL2CPP: Corrected the behavior of UnityEngine.Mathf methods when invoked via a delegate for WebGL players. (1252289)

  • IL2CPP: Fixed an issue with crashes on IL2CPP player startup, related to some network configurations (VPNs). (1242001)

  • IL2CPP: Fixed thread names on Android. (1272098)

  • IL2CPP: Fixed to avoid calling a default constructor during marshaling for reference types that are not out parameters. (1263916)

  • IL2CPP: Fixed to avoid emitting C# comments into the generated C code stream when source code annotations are enabled. (1251077)

  • IL2CPP: Fixed to enforce the --maximum-recursive-generic-depth command line option at run time. (1276405)

  • Package Manager: Fixed compilation and refresh time increases after each script change. (1274461)

  • Particles: Fixed particles having incorrect bounds after calling Play when the system contained user-provided particles via SetParticles. (1273773)

  • Physics: Added an icon for the ArticulationBody component. (1201422)

  • Physics: Fixed an issue with the cloth component where increasing/decreasing frame-rate would affect the forces given to the simulation. (1255801)

  • Physics: Fixed an issue with the cloth simulation where setting the time scale to a floating point value close to zero and back to one, would cause additional force to be applied. (1181701)

  • Physics: Updated Scripting API documentation for SwapBodies. (1154942)

  • Prefabs: Fixed prefab merging when managed reference instances have been changed. (1237191)

  • Profiler: Fixed Profiler Overview information blinking when moving the playhead around while searching in the Module details panel. (1276873)

  • Scripting: Added a toggle option to suppress common C# warnings in Unity (enabled by default) in the Player Settings. (1080427)

  • Shaders: Reduced memory consumption of Caching preprocessor by a factor of 2 on large shaders. (1278110)

  • Terrain: Fixed such that undoing after removing terrain layer correctly restores alphamaps. (1276283)

  • UI Toolkit: Fixed PropertyField for Array types in the Inspector to allow customized label value on the Foldout. (1214572)

  • Version Control: Fixed a crash when trying to connect to a Perforce workspace that doesn't exist. (1275466)

  • Version Control: Fixed asset renames not being detected in Collab until the asset was reimported. (1232838)

  • Windows: Fixed popover window in Frame debugger to close when pressing up or down on the keyboard in the tree view.

  • Windows: Fixed popover windows in the Prefab Overrides Window. (1267835)

  • XR: Updated verified packages for AR Foundation and related packages.

Improvements

  • XR: Updated XR Plug-in Management to 3.2.16, Update Windows MR XR Plug-in to 3.4.0.

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 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

チェンジセット: 698c1113cef0

Unity 2020.1.11

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