Unity 2020.3.6

Released:
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Known Issues in 2020.3.6f1

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

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

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

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

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

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

  • 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)

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

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

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

  • 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)

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

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

  • 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)

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

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

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

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

  • 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)

  • Asset Bundles: Crash on vk::DecompressShader when loading an AssetBundle with AssetBundle.LoadFromFile() and using Vulkan Graphics API (1308947)

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

  • Scripting: Increased Script Assembly reload time (1323490)

  • Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete (1322086)

  • 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)

2020.3.6f1 Release Notes

Improvements

  • Editor: Updated HelpBox information in Enable Code Coverage preference and added button to install the code coverage package.

  • Package Manager: Com.unity.purchasing updated with missing documentation.

  • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.

  • XR: Updated OpenXR Package to 1.1.1.

API Changes

  • iOS: Added: Added iOS.Device.iosAppOnMac flag to check if app built for iOS is running on Mac equipped with Apple Silicon chip.

Fixes

  • 2D: Fixed an issue where GameView did not refresh when dragging Sprite into SceneView on Windows. (1284452)

  • Ads: Fixed an issue where there could be a 400 error when enabling ads. (1308010)

  • Asset Pipeline: Fixed an issue where duplicated assets with children could select the wrong main object. (1302399)

  • Audio: Fixed a potential volume fluctuation issue in timeline audio on scene change. (1198128)

  • Build Pipeline: Fixed an excessive garbage collection issue that occurred during the build process. (1318468)

  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)

  • Burst: Fixed an issue when generating Line Table only debug information, an unreachable could occur due to a missing check.

  • Burst: Fixed an issue where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.

  • Burst: Fixed an issue where the PDB debug information for instance methods that also used struct return were incorrect.

  • DX12: Fixed black screen issue that would show when using a non-native resolution in fullscreen. (1318666)

  • Editor: Fixed "TLS Allocator" error when using Asset Store Tools. (1303631)

  • Editor: Fixed an issue where 'Create Empty Parent' relied on Scene View position. (1292746)

  • Editor: Fixed an issue where IsArrayReorderable method produced errors in Reflect package. (1321782)

  • Editor: Fixed an issue where multi-target ReorderableLists that had more than the maximum allowed multi-edit number of elements appearing as empty. (1317103)

  • Editor: Fixed crash when duplicating a GameObject with HideInHierarchy flag. (1288394)

  • Editor: Fixed issue with object selector closing inappropriately on click. (1286812)

  • Editor: Fixed reordering lists issue with Gradient elements being visually outdated after reorder. (1315679)

  • GI: Fixed an issue when writing to stored LightProbes when setting baked coefficients in play mode. (1265063)

  • GI: Fixed an issue where Wintermute::Geometry::Verify errors were spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)

  • Graphics: Fixed a possible crash on Adreno when using RenderPass API and Vulkan. (1282143)

  • Graphics: Fixed an issue where the proper graphics multithreaded mode was not chosen. (1223767)

  • Graphics: Fixed blit operation issue when the source was null and a custom shader was being used. (1278604)

  • IL2CPP: Fixed an issue to workaround a crash caused by a MSVC optimizer incorrectly reuses stack space when a stack pointer is returned via a function pointer. (1317949)

  • IL2CPP: Fixed an issue whwere convert assemblies that did not have the correct type. (1319131)

  • iOS: Fixed a performance issue where Microphone.Start would cause CPU spikes on iOS. If the user selects the player setting "Prepare iOS for Recording", these spikes have been eliminated. They will now only occur when switching back-and-forth between a built-in microphone and a Bluetooth microphone. When using "Prepare iOS for Recording", most projects will also want to set "Force iOS Speakers when Recording". (1281833)

  • iOS: Fixed an issue where Leaderboards did not return the non deprecated player ID on appropriate OS versions. (1312882)

  • Particles: Fixed incorrect error check in SetParticles that would cause an exception to be thrown when the offset value was equal or greater than the particles array length. (1313413)

  • Profiler: Fixed an issue when Profiler might lose metadata for markers spanned across multiple frames. (1288339)

  • Scripting: Fixed an issue where Code editors were not listing roslyn analyzers and source generators.

  • Scripting: Fixed issue where mono boehm shutdown would wait a full 2 seconds for threads to detach/join/end before ending the process. (1295072)

  • Serialization: Fixed a regression where Event code could be stripped from build when using il2cpp. (1301147)

  • Shaders: Fixed a regression issue that was dropping some shader errors from the inspector after restarting the editor. (1325521)

  • UI Elements: Fixed errors that were caused by the use of the current culture to parse UXML attributes as float/double. (1308180)

  • UI Elements: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)

  • Video: Fixed an issue where changing VideoPlayer.frame before playing the video did not change Video clock time. (1297646)

  • XR: Fixed an issue where XRDisplaySubsystem and XRInputSubsystem were not available on WebGL build target. (1283105)

  • XR: Fixed deadlock when using XR + URP + D3D11 with skipPresentToMainScreen. (1323833)

  • XR: Fixed issue where shadows would jitter while rotating a camera at an extreme distance from the origin of the scene in mono rendering. (1281930)

  • XR: Updated the verified AR Foundation related packages to 4.1.7. Please see the AR Foundation package changelog for details.

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:
338bb68529b2

Third Party Notices

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

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