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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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Known Issues in 2020.1.3f1
AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)
AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)
AI: [Remote Config] package breaks on updating and throws ArgumentNull exceptions (1261652)
Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)
Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)
Asset Importers: Crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial (1267717)
Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)
Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations (1265275)
Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)
Build Pipeline: Building subscenes without platform package doesn't work (1270120)
CodeEditors: [Windows] Load previous project on startup check causes domain reload that blocks Editor (1248300)
Global Illumination: [GPU PLM][macOS] Baking is stuck on 'Finalizing Bake' after switching lightmapper a few times (1204412)
Global Illumination: [GPUPLM] Crash in RadeonRaysMeshManager::RemoveGeometry while baking Terrain game object with 4k lightmaps on certain GPU (1255993)
Global Illumination: [OSX] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data (1271626)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" (1108469)
IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly (1193773)
Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed (1263921)
Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed (1239227)
Linux: [Editor] Color picker does not work (1174814)
MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)
Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)
Package: [Reflect] Standalone build fails with package errors if Unity Reflect is installed (1266377)
Scene Management: Building project when two identical scenes are open crashes the editor (1266194)
Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)
Serialization: 'globalgamemanagers.assets' file is not deterministic when comparing two builds of the same project (1269880)
Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)
Shader System: [Bug] "min16f as def32" modifier in FXC bytecode not honored when converting to SPIR-V/ESSL (1228687)
Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
Themes: Editor does not recognize the correct values in the interactive tutorial levels when non-English locale is being used (1109625)
WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)
Window Management: Crash on block_remove when initiating a drag and closing the window from which the drag originated (1221016)
2020.1.3f1 Release Notes
System Requirements Changes
For running Unity games
- iOS: minimum version incremented to 10.0 (from 9.0).
Asset Bundles: Fixed an edge case with AssetBundle.Contains not returning true for case sensitive paths. (1253270)
Editor: Context menus that are deeper than root level are not removed. (1263906)
Editor: Fixed Screen.resolutions returning 0 length collection in the Linux editor (1200397)
Editor: Fixed the issue with Foldout click rect not aligning with the icon. (1244058)
GI: Fixed lightmappers carrying over stale state when switching scenes. (1244384)
Graphics: Fixed missing memory barrier when image is repeatedly bound for writing between dispatch calls.
Graphics: Prevent memory leak of Command Buffers on Metal devices. (1266209)
iOS: Fixed storyboards sometimes still rotating to forbidden orientations on iOS 13+ (1266961)
Mobile: Adaptive Performance - Added workaround to send temperature warning when the device starts as warm already as currently no events are sent.
Mobile: Adaptive Performance - Automatic Performance Mode: lower CPU and GPU levels at the same time instead of one at a time to increase efficiency and higher power savings.
Mobile: Adaptive Performance - Fixed Automatic Performance Control flag to respect the function and not be read only anymore.
Mobile: Adaptive Performance - Thermal Mitigation Logic changes in GameSDK 3.2 and it was updated in SetFreqLevels() to react to the correct return values.
Physics: Ensured that multi-threaded 2D physics solver handles contact response the same as the non-multi-threaded one. Fix bug where contact masses were different. (1267509)
Physics: Fixed an issue where a Cloth components external acceleration would be applied in local space instead of world space (1221805)
Physics: Fixed an issue where a Cloth components penetration constraint's would be influenced by the Transforms scale, resulting in incorrect behavior (1215212)
Physics: Fixed an issue where adding Colliders via the inspector to a Cloth component would not register when done in Play Mode (1260337)
Physics: Fixed an issue where providing a null mesh to a previously authored Cloth component, would not clear the constraints causing the inspector to throw (1217772)
Physics: Fixed Cloth components Reset functionality to properly reset all data, including colliders, virtual particle weights and self-inter collision indices (1263702)
Prefabs: Fixed crash when opening scene with broken prefabs (1261297)
Profiler: Optimized frame stats calculation when selecting a sample in Profiler Window. (967289)
UI: Fixed the issue where the vertices were not stripped for rich text in multi line (1182818)
Universal Windows Platform: Fixed TouchScreenKeyboard not setting Text on HoloLens2 (1246744)
Windows: Fixed HID devices for NewInput failing to initialize in x86 builds (1188222)
XR: Fixed for crash when passing empty string to TryGetFeatureValue (1225985)
XR: Fixed Input System always executing XR buttons in LateUpdate
Mobile: Adaptive Performance - Automatic Performance Control does not lower CPU lower than 1 on GameSDK 3.2 workaround.
Mobile: Adaptive Performance - Automatic Performance Mode: gpuFactor increased from 0.72 to 0.92 to increase effeciency.
Mobile: Adaptive Performance - Automatic Performance Mode: gpuUtilizationThreshold increased from 0.7 to 0.9 to increase effeciency.
Mobile: Adaptive Performance - Automatic Performance Mode: Increase GPU Active time Ratio.
Mobile: Adaptive Performance - Changed Documentation to make clear that changing CPU and GPU levels is risky and the Automatic Performance Mode should be used instead.
Mobile: Adaptive Performance - Exchanged GameSDK wrapper with updated version removing GameSDK 3.1 support.
Mobile: Adaptive Performance - Upgraded to Subsystem Registry 1.1.0 which bumps min version of Adaptive Performance to 2019.4
XR: Updated Windows Mixed Reality verified package to version 3.3.1.
- iOS: Improved dynamic resolution performance for iOS 13, macOS 15 and tvOS 13. (1252731)
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:
- 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