Notas da Edição

Known Issues in 2020.3.7f1

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • Terrain: All the textures are cleared when creating Texture array (1323870)

  • Animation: AnimationEvent is fired late or isn't fired at all when Animation's 'Motion Time' value is set manually (1324763)

  • Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window (1324246)

  • DirectX12: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes (1329083)

  • Mono: Crash starting Unity when using NordVPN (1308797)

  • AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)

  • Animation: [Performance Regression] AnimationWindowState:get_allCurves takes approximately 5000ms to load animation in the Animation window (1320250)

  • IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project (1328966)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds (1317966)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

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

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

  • Asset Import Pipeline: Prefab script field reference is lost when project is upgraded (1328724)

  • Physics: OnTriggerEnter gets called after reparenting a RigidBody (1323883)

  • HD RP: The camera doesn't rotate in HDRP Template with the SimpleCameraController.cs script (1326816)

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu (1313636)

  • Packman: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

  • Packman: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)

  • 2D: [Skinning Editor] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file (1322204)

  • Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 (1326481)

  • Scene/Game View: [Wild Crash] Editor crashes on mono_aot_get_cached_class_info when GizmoSetup has cached an outdated data (1259765)

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

  • Scripting: Increased Script Assembly reload time (1323490)

  • Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)

  • MacOS: [macOS] "build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)

  • Asset Importers: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1313968)

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

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

2020.3.7f1 Release Notes

Changes

  • Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

Fixes

  • Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)

  • Android: Fixed an issue where AutoRotation would not work on dual screen devices. (1259295)

  • Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal. (1308930)

  • Animation: Fixed an issue where the StateMachineBehaviour callback had been called when playable is paused. (1321298)

  • Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations. (1321141)

  • Asset Pipeline: Fixed an issue where an asset could get reported when projectsetting.asset file was modified directly. (1270162)

  • Asset Pipeline: Fixed an issue where the main object name was not updated as appropriate when moving/renaming a file. (1210886)

  • Asset Pipeline: Fixed for a crash that could occur when downloading assets from cache server. (1319521)

  • Asset Pipeline: Fixed issue where hash of a .asset file on disk was being updated locally without going through the AssetDatabase, resulting in native source assets to not be reloaded. (1183116)

  • Build Pipeline: Fixed an edge case where windows relative paths were not handled correctly. (1318673)

  • DX12: Fixed a D3D12 memory leak with RenderTexture.enableRandomWrite (mostly happens when using SRPs with multiple cameras). (1329472)

  • Editor: Fixed a ReorderableList multi-target performance issue. (1279141)

  • Editor: Fixed an issue where ReorderableList was not getting expanded height for lists inside properties. (1324456)

  • Editor: Fixed ConsoleWindow copy for SafeMode. (1276089)

  • Editor: Removed EditorGUIUtility.GetSkinnedIcon and EditorGUIUtility.GetSkinnedIconForDpi to fix unloading of unused textures. Moved part of the implementation in C++ while keeping the features provided by the removed functions. (1308097)

  • GI: Fixed an editor crash when baking lightmaps with custom data. (1293007)

  • GI: Fixed an issue where progressive updates were not working for the first bake of an editor session. (1300926)

  • Graphics: Fixed a performance issue when loading textures direct to GPU memory from LZ4 compressed packages. (1307820)

  • Graphics: Fixed a wrong remapper VFXCPUBuffer::BuildRemapper issue. (1317796)

  • Graphics: Fixed allocations errors with EncodeNativeArrayToEXR/PNG/JPG. (1315246)

  • Graphics: Fixed an issue where there was a missing buffer binding through Shader.SetGlobalBuffer after dispatching compute. (1313736)

  • IL2CPP: Fixed "Attempting to call method for which no ahead of time (AOT) code was generated" error when using Parallel Linq. (1320295)

  • IL2CPP: Fixed a possible crash when attaching a debugger or setting breakpoints. (1327376)

  • IL2CPP: Fixed an issue where CultureInfo.DateTimeFormat was being loaded incorrectly in some locales. (1252269)

  • iOS: Fixed an issue where Time.unscaledDeltaTime was incorrect after the screen was locked. (1319890)

  • Linux: Reduced log spam when loading lots of assets. (1320406)

  • Particles: Fixed a ParticleSystemRenderer.SetMeshes script API issue. (1322561)

  • Particles: Fixed an invalid AABB error when using Rate over Distance and Limit Velocity. (1317418)

  • Physics: Fixed an issue where Character Controller sometimes ignored other Colliders. (1279841)

  • Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)

  • Prefabs: Fixed a Lego Microgame crash in the tutorial that occurred when the undo objects array contained null object. (1297802)

  • Profiler: Fixed an issue on Mac when restoring the defaults in the Profiler modules dropdown list would not closes the dropdown list. (1323673)

  • Scene/Game View: Fixed an issue when Clicking the orientation Gizmo in the Scene View would stopped working. (1311606)

  • Scripting: Fixed an issue where instanciation of Unity objects defined in types under more than one level of nesting would not work. (1299861)

  • Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin. (1242076)

  • Text: Fixed GetPathsToOSFonts() not returning all system font files.

  • Text: Fixed potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.

  • UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display would not render UI. (1316603)

  • UI Toolkit: Fixed an issue where text changes were allowed on text input field when they are disabled. (1286143)

  • Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set. (1320676)

  • Video: Fixed a Windows 7 "WindowsVideoMedia error 0xc00d36b4" error that was thrown when loading a video with the VideoPlayer. (1306350)

  • Video: Fixed an issue where Stereoscopic layout controls are missing in VideoPlayer and Skybox Panoramic shader. (1307239)

  • XR: Fixed EditorXR errors when activating the XR.SDK. (1318732)

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

Changeset: dd97f2c94397

Unity 2020.3.7

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