Notas da Edição

Known Issues in 2020.2.6f1

  • Scene Management: Freeze or crash on EditorSceneManager::ReloadScene when importing an Asset and reloading the opened Scene (1309393)

  • Serialization: Editor crashes on RaiseException when allocating huge amount of memory (1313492)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • Linux: Linux Editor crashes with "mmap(PROT_NONE)" assertion failure during GC in Play Mode (1312972)

  • Mobile: Screen.dpi returns 0 on iPad Pro for projects built from 2019.4.16f1 (1300359)

  • Global Illumination: Reflection Probe is not baked after pressing "Bake" button in the per-probe Inspector window (1311231)

  • Physics: Crash in physx::NpArticulationReducedCoordinate::createCache() when calling JointState.SaveJointState for unparented bodies (1264800)

  • Scripting: Application.quitting event is not raised when closing build (1309540)

  • CodeEditors: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

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

  • Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)

  • Shader System: [URP Template] Major performance drop in the Editor during Play Mode (1277222)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

  • MacOS: macOS builds no longer run when with a quarantine attribute due to incorrect codesigning (1304455)

  • uGUI: AspectRatioFitter gives a warning when changing the Components Aspect Ratio if it's attached to a Canvas (1302464)

  • Texture: uGUI in Texture2D is different than in the Game view when calling ToTexture2D() method on a RenderTexture (1301378)

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

  • Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)

  • Shader System: Build for DirectX12 fails due to shader compiler errors (1314994)

  • Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)

  • Serialization: JsonUtility Deserialization Corrupted Values (1296236)

  • Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component (1209765)

  • XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently (1262597)

2020.2.6f1 Release Notes

System Requirements Changes

Fixes

  • Android: Fixed a leaking issue with Java local reference when using AndroidJavaClass/Object.

    (1283209)

  • Animation: Fixed an issue where low numbers of Animators would not multithread correctly. (1297358)

  • Asset Import: Fixed a crash after an Assembly reload when editing a Monobehaviour added to the currently selected GameObject in the Inspector. (1302872)

  • Asset Pipeline: Fixed a rare deadlock when uploading to an accelerator. (1296800, 1301187)

  • Editor: Fixed a crash importing Book of the Dead into a new HDRP Project. (1300615)

  • Editor: Fixed an issue where multiple instances of derived EventSystem objects in a scene were not allowed. (1303961)

  • Editor: Fixed an issue where the Android TV Banner would disappear after being set. (1313048)

  • Editor: Fixed script order exception when adding scripts from dll. (1280737)

  • Editor: When installing the Windows editor, installing Linux Mono support alongside Linux IL2CPP support will no longer overwrite Linux IL2CPP support. (1276104)

  • Graphics: Fixed an issue where renderer Scenehandles became invalid due to the flush of pending changes after a Render. (1292526)

  • Graphics: Fixed an issue where reseed would not proceed while calling an OnPlayEvent. (1300115)

  • IL2CPP: Fixed C++ compile error that could occur when a constrained call that returned a generic struct was followed by a stloc, with certain generic constraints. (1310304)

  • IL2CPP: Fixed C++ compile error that could occur when a constrained call that returned a generic struct was followed by a stloc, with certain generic constraints. (1310304)

  • Networking: UnityWebRequest: do not print errors to console for aborted requests. (1297654)

  • Particles: Fixed inspector locking issue when editing sub-emitters that were not descendants. (1311111)

  • Profiler: Fixed a crash that happened in EditorProfilerConnection::HandleProfilerPlayerInfoMessage during Editor shutdown. (1297988)

  • Profiler: Fixed a crash that happened in EditorProfilerConnection::HandleProfilerPlayerInfoMessage during Editor shutdown. (1303033)

  • Profiler: Fixed CPU Usage Profiler module's Timeline view so sorting is stable for identically named threads. (1283571)

  • Scene/Game View: Fixed an arc handle picking issue when the arc was close to parallel with the camera. (1310854)

  • Scene/Game View: Fixed an issue where toggling scene visibility for shadow casting objects would not affect shadows cast from local lights. (1282033)

  • Serialization: Fixed crash parsing invalid yaml containing : inside an inline mapping sequence []. (1302150)

  • Serialization: Fixed for Custom PropertyDrawer on fields inside managed array of polymorphic classes (1232538)

  • Serialization: Removed "Unexpected node type" errors from JSONUtility when a non-array input is applied to an array field. (1201453)

  • Shaders: HLSLcc: Fixed missing bitcasts on some corner cases. (1299704)

  • Text: Added support for selecting which font face and style will be loaded from TrueType Collection (TTC) font files. (1309610)

  • Text: Fixed an excessive memory overhead issue when loading font files from Font objects. (1309608)

  • Text: Fixed an excessive memory overhead issue when loading font files from Font objects. (1309609)

Changes

  • Timeline: Changed minimum version of the Timeline package to 1.4.6

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: 8a2143876886

Unity 2020.2.6

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