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Known Issues in 2020.3.26f1

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

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Build Pipeline: Windows build fails when using Deltatre Magma Engine (1382217)

  • 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)

  • 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)

  • MacOS: [OSX][Editor] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters (1377915)

  • Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() (1364263)

  • Metal: Stuttering in Play mode when VSync is disabled (1373811)

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

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings (1374768)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

  • 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 Management: Crash when calling hideFlags after removing missing nested prefab (1381563)

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

  • Scripting: Editor sometimes crashes when entering Play Mode (1380226)

  • Scripting: [MacOS] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles (1383700)

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

  • Shuriken: [Particles] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System (1379541)

  • Shuriken: [URP] Particles are flickering when in Play Mode (1390346)

  • Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template (1390097)

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2020.3.26f1 Release Notes

Features

  • Version Control: Added option to "Save Revision as" to the context menu in the changesets view.
    • Added incoming changes overview bar for Gluon workspace.

Improvements

  • Documentation: Improved Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.

  • Documentation: Updated TextAsset text getter documentation. (1341180)

  • IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.

  • IL2CPP: Improved the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check.

  • Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping. (1379096)

  • Shaders: Improved Shader binary compression, it is now utilizing more than one core. (1375627)

  • Version Control: Fixed capitalization of Pending Changes and File History tab names.

    • Fixed the amount of spacing after the Item column title in the Pending Changes tab.
    • Removed pin striping from line items in File History tab.
    • Fixed project view context menu and icons missing after Collaborate project migration.
    • Fixed migrated projects not downloading correctly from Unity Hub.

Changes

  • Graphics: Updated SRP to 10.8.1. Release notes available here:

    • https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.8/changelog/CHANGELOG.html
  • Version Control: Updated Verson Control to 1.15.7. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15/changelog/CHANGELOG.html

    • Moved Plastic Package settings to the Unity Project Settings window.
    • Refined styling for Updating Workplace success state.
    • Updated texts for empty state and overview bar.
    • Removed Incoming Changes notification from empty state.
    • Updated the text for Forced Checkout option.
    • Refined the status overlay icons.
    • Updated the refresh icon on the toolbar.
    • Updated the texts for empty checkin message dialog.
  • XR: Updated OpenXR package to 1.3.1. Release notes available here:
    https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/changelog/CHANGELOG.html

Fixes

  • 2D: Fixed an issue that per-platform settings does not get applied in Windows platform. (1376608)

  • 2D: Fixed an issue where Sprite reference missing after loading scene from AssetBundles. (1274645)

  • 2D: Fixed an issue where Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered. (1345723)

  • 2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. (1378775)

  • Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)

  • Android: Fixed the issue that Compass.headingAccuracy will now report one of predefined values instead of 0. (1304067)

  • Asset Pipeline: Fixed an issue that asset reference no longer getting lost, if asset is modified and domain reload is done in the same refresh. (1357812)

  • Audio: Fixed a crash that occurs when removing a custom filter from a game object and then stopping the associated audio source. (1363271)

  • Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. (1346442)

  • Editor: Fixed a PackageManager memory leak when continuously opening the window. (1362559)

  • GI: Fixed a warning in editor "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window. (1367809)

  • GI: Fixed an issue that caused baked lighting to still be visible even after scene unload. This could happen when using addressables for example. (1373923)

  • GI: Fixed an issue to ensure that mixed spot/point lights with no shadows bake their direct lighting in subtractive lighting mode. (1350852)

  • Graphics: Fixed a bug that mip map streaming now works after setting a material with streamable textures on a renderer. (1302707)

  • Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)

  • Graphics: Fixed a missing conversion from compressed blendIndices on D3D platform. (1365939)

  • IL2CPP: Fixed an issue that blittable types nested in generic types are indeed blittable. (1368711)

  • IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. (1335434)

  • Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. (1373945)

  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)

  • iOS: Fixed game objects' colors in light mode. (1379817)

  • Kernel: Fixed an issue where low bit set in NativeArray buffer pointer assumes NativeArray is created by NativeList.AsDeferredJobArray which is not always the case. In some cases NativeArray can be created by NativeArray.GetSubArray, where pointer would have lowest bit set for odd byte aligned offset. (1294627)

  • License: Fixed an license error that prevents upgrading any existing project to 2022.1.0a14. (1377916)

  • Linux: Fixed an issue that mouse scroll wheel inputs are ignored when providing inputs through RDP. (1372701)

  • Mono: Fixed an issue where the timeout of a HttpClient handler was not being used for requests. (1365107)

  • Physics: Fixed an issue that HingeJoint2D now correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque. (1384707)

  • Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value. (1379145)

  • Scripting: Fixed Analyzer from package failures, when the project name have whitespaces. (1383680)

  • Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)

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

  • uGUI: Fixed an issue where uGUI was not be able to tell which gameview (screen) was clicked on as the mechanics for playmode dont work the same. (1315870)

  • UI Toolkit: Fixed focus on ListView when scrolling. (1271674)

  • VFX Graph: Fixed an issue that Visual Effects in prefabs no longer always show as modified. (1285787)

  • WebGL: Fixed a tapping sound when pausing audio. (1238052)

  • WebGL: Fixed an issue with AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)

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

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Unity 2020.3.26

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