リリースノート

Known Issues in 2020.3.29f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • 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)

  • Editor: Unity Editor crashes when docking one EditorWindow to the side of a docked window (1397003)

  • 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: [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)

  • 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: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • 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)

2020.3.29f1 Release Notes

Fixes

  • Android: Fixed app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame. (1380363)

  • Asset Pipeline: Fixed an issue that deleting invalid asset paths don't throw ArgumentNullException when using Perforce as VCProvider. (1333656)

  • Core: Updated libcurl to 7.80. (1383040)

  • Editor: Fixed an issue that the Asset Labels UI will now be available when editing package assets providing the asset metafile can be modified. (1335148)

  • Graphics: Fixed a race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers. (1376967)

  • Graphics: Fixed sporadic freeze during texture upload, mainly on ARMv8 platforms. (1345518)

  • Kernel: Fixed unintentional deletion of project assets directory by adding additional checks. (1382446)

  • macOS: Fixed a bug related to creating a new Unity project inside a directory with Unicode characters. (1377915)

  • Particles: Fixed Forcefield Vortex determinism. (1365909)

  • Scripting: Fixed an exception being thrown when resolving a missing assembly because OS does not provide a Global Assembly Cache. (1383700)

  • Shaders: Fixed an issue where the number of skipped shader variants are now added to the shader compilation log output. (1389276)

  • Shaders: Fixed an OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. (1388530)

  • Shaders: Fixed incorrect errors by adding shader name to the error description when failing to compile or link GLSL shaders. (1378687)

  • Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. (1378000)

  • WebGL: Fixed a template breaking if quotation marks are used in company name or product name. (1370946)

  • Windows: Fixed a signing issue and now 32-bit Windows standalone player binaries are signed with Unity certificate. (1382876)

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 2020.3.29f1

Packages updated

チェンジセット: 2ff179115da0

Unity 2020.3.29

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