Release notes
- Main Optimization Cycle in Unity. Unity Optimization refers to the process of making your game run better. Usually the main reason for optimization is to make the gameplay smoother, or to make the game more available to a wider audience so the game runs better on lower end devices.
- Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Submission failed. Set it to false to hide the cursor.
Jul 11, 2020 The new 'com.unity.ui' package will only work with 2020.1 and newer. Not with 2019.4. You can try to get something working for runtime using the aforementioned 'com.unity.ui.runtime': '0.0.4-preview' (that adds the Panel Renderer component), but that approach will not be supported and you'll have to switch over to 'com.unity.ui' once you move to 2020.1+. Portal Unity is a tech demo replicating some of Portal's mechanic in Unity Engine with Universal Render Pipeline. It has recursivity, pass through portals and will be updated with more levels in a future. Tested on Nintendo Switch with 60fps. This was made only for learning purposes.
Known Issues in 2020.3.0f1
Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0(1319488)
Mobile: FixedUpdate gets called multiple times before the first Update when Build is run on a Device(1318647)
2D: 'NullReferenceException: SerializedObject of SerializedProperty' is thrown when building Sprite Atlas(1318332)
Shuriken: Crash on ParticleSystem_ShapeModule_CUSTOM_set_sprite_Injected when changing the shape.sprite of a null ParticleSystem(1319658)
Profiling: [Profiler] Timeline sample names from surrounding frames disappear when zooming or panning(1317697)
Linux: Linux Editor throws 'X Server took longer than x miliseconds to respond to SetGtkWindowSizeAndPosition' error after opening(1309607)
Shuriken: Crash on ParticleSystem::EndUpdateAll(1311212)
Shader System: Crash on PAL_LocalIPC_IsConnected when IPC fails on launch(1319336)
Universal RP: [URP] Unable to add 'Overrides' in 'Volume Profile'(1318535)
Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component(1298503)
Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked(1248389)
Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations(1265275)
Physics: Crash in physx::NpArticulationReducedCoordinate::createCache() when calling JointState.SaveJointState for unparented bodies(1264800)
Shader System: [URP Template] Major performance drop in the Editor during Play Mode(1277222)
Mobile: Screen.dpi returns 0 on iPad Pro for projects built from 2019.4.16f1(1300359)
Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component(1209765)
Shader System: Shader error db grows on each build(1317744)
Serialization: Editor crashes on RaiseException when allocating huge amount of memory(1313492)
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)

2020.3.0f1 Release Notes
Fixes
Asset Import: Fixed a rare unstable asset hash for assets with large metadata.(1285620)
Audio: Fixed a DSPGraph/Burst player crash.(1297730)
Editor: Fixed a ReorderableList GC issue due to registry usage.(1315466)
Editor: Fixed issue on Windows where mouse pointer did not hide while in Play mode.(1273522)
Graphics: A CopyDepth pass was previously included which allowed users script access to _CameraDepthTarget but this has been removed on the metal GPU families that use Tile-based renderers (iOS, Silicon-GPU), fixed the performance decrease that caused this(1298799)
macOS: Fixed a code signing issue of native plugins in Xcode projects.(1276317)
macOS: Fixed an issue when exported macOS Standalone player builds were refusing to launch and showing '<Unity app> was damaged and could not be opened' error when downloaded from the internet.(1304455)
Scene Manager: Fixed a crash when the asset of a current opened scene had been deleted, a new scene asset was imported, with same GUID, and the user choose 'reload'.(1309393)
Scripting: Fixed an issue when Application.quitting event was not raised when application was terminated from the OS side.(1309540)
Scripting: Validate cyclic dependencies on assembly definition update(1293762)
Serialization: Fixed a crash when using JSONUtility to deserialize objects that had Serialized References.(1296236)
UI Toolkit: Fixed an issue where use cases for SerializedObject bindings would cause the Editor to crash.(1305198)
Changes
- Graphics: Update SRP packages to 10.3.2(1298466, 1309219)
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 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
Release notes
Unity Hide Mouse
Known Issues in 2019.4.18f1
Asset Import Pipeline: Prefabs are reimporting every time a code change is made(1294785)
Serialization: Crash on WalkTypeTreeComplete<
SerializedProperty::ContainsManagedReferences'::
2'::IsManagedReferenceVisitor>(1302360)Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked(1250293)
Audio: [editor][fmod][macOS] Editor is preventing Mac OS from entering sleep mode automatically(995866)
Global Illumination: [URP] Transparencies are ignored because URP uses _BaseMap as main texture identifier(1246262)
Graphics Device Backends: [Mac] Editor crashes on MTLGetEnvCase on startup when metalEditorSupport is set to 0 in the ProjectSettings(1298617)
Profiling: Once paused, the Profiler does not resume recording when profiling WebGL player(1271012)
Shader System: Freeze or crash with various stack traces when opening a project while connected to a VPN service(1025558)
Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked(1248389)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes(1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup(1162775)
iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source(1274837)
Asset Import Pipeline: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed(1189089)
iOS: Crash on il2cpp::vm::LivenessState::AddProcessObject when using Social.LoadUsers and then changing scenes(1270230)
XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently(1262597)
Packman: Package Manager doesn't show available updates(1304459)
WebGL: [Audio] 'Cannot create FMOD' Error when importing 3D Game Kit project on webGL(1293595)
2019.4.18f1 Release Notes
Fixes
2D: Reduce memory used for Automatic Slicing of Sprites.(1263213)
Android: Disable Optimized Frame Pacing on Android 4.4-5.1 to fix crash/freeze(1268910)
Asset Import: Ensure 3DS Importer handles NaN vertices.(1268563)
Asset Import: Fixed issue with OnAssignMaterialModel next methods not called even when the first one returns a null object.(1280978)
Build Pipeline: SerializeReference instance types are now preserved when setting Player.Optimization.Managed Stripping Level to Medium or High.(1232785)
Build Pipeline: StreamingAssets AssetBundle manifest is now provided by default to PlayerBuild, which will result in types being referred by AssetBundle being kept in the build even if Player.Optimization.Managed Stripping Level is set to Medium or High.
Editor: Fixed 'Run in background' option causing a dramatic increase in CPU usage.(1275832)
Editor: Fixed an issue where 'Failed to destroy editor window' warning message appears on the console when the project is migrated from 2019.4 to 2020.1(or higher)
Editor: Fixed cannot load editor layout, stuck in infinite loop of 'failed to load window layout'.(1275270)
GI: Fixed crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper.(1250819)
GI: Fixed debug Editor failing in CheckAutoLDA.AssertLightprobesInAutoLDA.(1216793)
Graphics: - When allocating textures that go over the limit of Unity 2019.4 we display an error message instead of crash.(1267258)
Graphics: Editor text on Mac OSX will no longer randomly become corrupted.(1267885)
Graphics: Fixed Texture2DArray, CubemapArray and SparseTexture being not supported in batch mode(1291999)
Graphics: Update SRP packages to 7.5.2
Graphics: [SRP] Shadows could flicker when more than one Spot Light is set on multi-thread machine(1190147)
IL2CPP: Fix file and directory patterns ending with '.*' incorrectly including files names that partially match on non Windows platforms.(1286554)
macOS: Fixed Apple silicon DTK freezing when running Unity.(1292999)
Mobile: Fix InputField errors when selecting text with Hide Mobile Input enabled.(1247399)
Particles: Fixed assertion failure caused by active ParticleSystems.(1272220)
Prefabs: Fix lost references when applying added GameObject from context menu.(1237942)
Profiler: Fixed Hierarchy Views randomly collapsing (i.e. hiding their children) parts of the sample tree when Editor Only samples are present in a frame and the 'Collapse EditorOnly Samples' option is turned on (default setting is on).(1297955)
Profiler: Fixed Profiler connection dropdown not showing multiple players running on the same machine(1271502)
Scripting: Fix crash that may occur when using stackalloc.(1172987)
Terrain: Paint Tools which are overriden forward shortcut selection to the tool that is overriding them.(1251645)
UI: Fixed issue where the tiling and offset were no longer applied at the material level(1287864)
Video: [macOS][iOS][tvOS] Video Player lags when Playback Speed is changed(1168597)
Video: [osx] crash when playing a video at speed > 2x.(1240116)
Video: [Test][Video][Android]VideoTrack tests broken(1203336)
Web: UnityWebRequest: fix possible data corruption in UploadHandlerFile(1238418)
Windows: Fixes crashed in PhraseRecognizer when mic disconnected(1268538)
XR: updates com.unity.xr.legacyinputhelpers to 2.1.7
fixes automation compilation error when URP and HDRP are in the same project.
fix for isolated compilation(1297184)
Changes
UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
XR: Updated Windows XR SDK Plug-in to 2.5.2
XR: Updated XR Plug-in Management to 3.2.17
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 9.4 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
Hide Mouse Pointer
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:

Unity Hide Mouse Pointer
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

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