Unity 2020.1.5

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Known Issues in 2020.1.5f1

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

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

  • Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)

  • Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)

  • Build Pipeline: Building subscenes without platform package doesn't work (1270120)

  • Global Illumination: [GPU PLM] OIDN produces noisy results (1272954)

  • Global Illumination: [GPU PLM] Optix denoiser produces noisy results (1272950)

  • Global Illumination: [GPU PLM][macOS] Baking is stuck on 'Finalizing Bake' stage when baking on OSX with AMD GPU (1204412)

  • 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)

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

  • Linux: [Editor] Color picker does not work (1174814)

  • MacOS: [OSX] Shader import in an external exFAT drive crashes Unity (727114)

  • Mobile Rendering: [URP] Low performance on some Android devices when rendering only one terrain/texture (1261629)

  • 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)

  • Project Browser: Crash on using global search patterns (1267138)

  • Scene Management: Building project when two identical scenes are open crashes the editor (1266194)

  • Scripting: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field (1267271)

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

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Serialization: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute (1237191)

  • 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)

  • Shuriken: Crash after an Overflow in memory allocator when changing Particle System's Duration in Play Mode (1273529)

  • WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)

2020.1.5f1 Release Notes

System Requirements Changes

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

Fixes

  • 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh. (1260462)

  • 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects. (1252917)

  • 2D: Fixed Eraser tool changing to Paint tool after a mouse drag. (1241157)

  • 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile Palette.

  • 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields. (1250883)

  • 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile Palette.

  • AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)

  • Android: Fixed GrabPass when Blit Type is Auto. (1271765)

  • Animation: Fixed Animation Window icons that where pixelated on HiDPI screens. (1267202)

  • Animation: Fixed flicker of whole animator transition inspector window when resizing it. (1233111)

  • Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial. (1267717)

  • Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor. (1264768)

  • Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details. (1263825)

  • Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window. (1264869)

  • Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream. (1251581)

  • Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719)

  • DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)

  • Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)

  • Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window. (1250971)

  • Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. (1234461)

  • Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode. (1267999)

  • Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake. (1266550)

  • Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence. (1268063)

  • Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize. (1271869)

  • GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it. (1244629)

  • GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device. (1225150)

  • GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects. (1265048)

  • GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes. (1262917)

  • Graphics: Added a Retry and additional logging when ETC compression fails. (1255261)

  • Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array. (1258543)

  • Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player. (1261371)

  • Graphics: Fixed a crash when doing custom frequency shadow cascade updates. (1254121)

  • Graphics: Fixed broken virtual texturing on Xbox. (1215730)

  • Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing. (1236255)

  • Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4). (1266551)

  • Graphics: Fixed memory regression during building where VT was loading textures without unloading them. (1268383)

  • Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1. (1268888)

  • Graphics: Fixed shader with constant buffer not used to prevent crashes in editor. (1263127)

  • Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh. (1239074)

  • Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures. (1254505)

  • Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression. (1217043)

  • Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks. (1254692)

  • IL2CPP: Fixed a JSON exception when building a project with large number of scenes. (1256534)

  • IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics. (1226831)

  • IL2CPP: Fixed handling of enum types with more than 32784 fields. (1258202)

  • IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method. (1267228)

  • IL2CPP: Fixed performance regression when parsing an XML document with a DTD. (1243665)

  • IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows. (1258695)

  • IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files. (1247033)

  • IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback. (1252614)

  • iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV. (1159944)

  • iOS: Fixed an issue with the loading of the system font on iOS 13. (1246465)

  • iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS. (1264454)

  • iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled. (1269547)

  • Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code. (1263781)

  • Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking. (1263018)

  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)

  • Linux: Fixed keypad period to associate with the correct keycode. (1267430)

  • Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should never be used.

  • Package Manager: Fixed Package Manager dialog box being empty if the error message was too long. (1261282)

  • Package Manager: Fixed Package Manager to display packages when using candidates registry. (1267898)

  • Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. (1267050)

  • Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer. (1269545)

  • Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported. (1247192)

  • Particles: Fixed ParticleSystem ignoring transform changes made by Constraints. (1258705)

  • Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. (1261459)

  • Particles: Fixed velocity calculations when changes are made in LateUpdate. (1266878)

  • Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable). (1253024)

  • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)

  • Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator. (1257683)

  • Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4. (1263861)

  • Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. (1250806)

  • Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported. (1273416)

  • Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend. (1271829)

  • Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection. (1248631)

  • Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer. (1115727)

  • Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating. (1217542)

  • Serialization: Ensured that globalgamemanagers.assets is deterministic. (1269880)

  • Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping. (1268628)

  • Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds. (1271694)

  • Universal Windows Platform: Fixed bursted code falling back to non-burst path. (1271195)

  • Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store. (1271695)

  • XR: Reduced unnecessary Vulkan backbuffer allocations. (1275149)

Changes

  • Package Manager: Package com.unity.purchasing updated to 2.1.0.

  • XR: Updated Oculus XR Plugin package to 1.4.3.

Improvements

  • Editor: Updated to ProBuilder 4.4.0.

  • GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc.

  • Package Manager: Upgraded Cinemachine to 2.6.1.

  • Profiler: Load icon changed to more clearly read as "Load".

  • XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate).

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

Changeset:
e025938fdedc

Third Party Notices

For more information please see our Open Source Software Licenses FAQ on the Unity Support Portal

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