Crash on WindowsVideoMedia::GetFirstReadyTextureTime when focusing GameObject in Tutorial
2020.3.47f1
LTS · Released Apr 5, 2023 · Changeset 5ef4f5b5e2d4 · 82 release notes
[macOS] Editor freezes when saving prefab changes in Play Mode if “VSync” is enabled
If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).
GIKnown issueCaution
Rendering freezes when the orientation is changed
[URP] Reflection Probe is black after baking when using the Blit Renderer Feature
BuildPipeline.BuildPlayer ignores BuildPlayerOptions.locationPathName and attempts to build to the cached folder
Please note that the end of support for the 2020.3 LTS stream is approaching. 2020.3 will reach the end of support in May 2023 when the last patch release of the stream will be published. We expect the final version to be 2020.3.48. The 2020.3 LTS stream will remain available for installation on the Unity Hub until August 2023.
End-of-Support Notice
Fixed an issue that the Editor quits when activating ULF license and license is already there.
LicenseUUM-31031fixed 2020.3.47f1
UnityWebRequest: Fixed a crash when texture download receives bogus data that does not decode.
NetworkingUUM-28816fixed 2021.3.21f1
Fixed an issue which prevented starting UPM when a package.json file containing "type": "module" was present on any of the ancestor directories.
Package ManagerUUM-18512fixed 2021.3.21f1
Mac computer running minimum macOS 10.13+ and Xcode 9.0 or higher.
iOSmacOS
Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
Android
Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
Universal Windows PlatformWindows
Desktop:
System Requirements
Windows 7 SP1+, macOS 10.13+, Ubuntu 18.04+
OSWindowsmacOS
Graphics card with DX10 (shader model 4.0) capabilities.
System Requirements
SSE2 instruction set support.
CPU
iOS player requires iOS 11.0 or higher.
System RequirementsiOS
OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.
Android
Any recent desktop version of Firefox, Chrome, Edge or Safari.
WebGL
Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities
Universal Windows PlatformWindows
Exported Android Gradle projects require Android Studio 3.4 and later to build
System RequirementsAndroid
1.5.0 → 1.5.1
3.0.2 → 3.1.0
4.5.2 → 4.7.0
4.3.0 → 4.4.0
1.7.1 → 1.8.1
3.0.0 → 3.1.1
1.13.0 → 1.13.1
1.6.0 → 1.7.0
1.3.1 → 1.3.3
Extended support for specifying optional path and revision to Git URLs in SCP format.
Package ManagerImprovement
Reduced the time spent in the asset post processing code for shader assets, which speeds-up the import of shaders.
ShadersImprovement
Fixed sorting of Tiles in a TilemapRenderer when the Sprites of the Tiles in the TilemapRenderer come from different Texture sources and Sprites with large vertex/index counts are rendered first due to batching.
Fixed Sprites generated from TextureImporter generates different hashes.
Fixed inaccurate shape of NavMeshObstacles that prevent agents from avoiding them properly (only in Windows player non developpement builds).
Prevent game from freezing due to a faulty Raycast operation in the navigation system.
Fixed an issue where the Accelerometer values are not updated when the ASENSOR_TYPE_LINEAR_ACCELERATION sensor is disabled on certain Samsung devices.
Fixed the corrupt audio playing for the first time in the first launch, when audio mixer is assigned at runtime.
Fixed Transform.GetLossyScale() returning inaccurate results (only in Windows player non developpement builds).
Fixed for crash copying sampler descriptors.
Bug fix for Shortcuts Manager to catch Shift and Options keypress.
Detect asset corruption before uploading to accelerator.
Ensuring that shader global values are taken into account when deciding what to rebake.
Fixed bug causing warning when reloading script objects. Objects now keep their non-serializable state when reloaded.
Fixed handling msaa resolve in Frame Debugger when connected to Meta Quest over display link.
Fixed issue when importing FBX files where memory usage grows exponentially with the amount of clips present in the file.
Fixed OS key binding exception in ShortcutManager.
Fixed shortcut profile delete dialog message overflow in Shortcut Manager.
Make Light Probes be affected by back-facing triangles when baking with the GPU Lightmapper.
Only change file status flags with chflags on OSX if the requested flags differ from actual.
Prevent depth resolve if camera doesn't have depth buffer.
Video: Fixed a crash when changing the source URL of a video player in Android.
\[WebRequest\] Fix curl refcount leak in TransportCurl.
EditorFix
Fixed an issue where lightmaps would be swapped when entering playmode when the "Reload Scene" option is disabled.
Fixed an issue that VSync doesn't turn off when changing the quality in the Player from "High Fidelity" to "Performant".
Fixed glitches on macOS with deferred and materials not supporting deferred.
Fixed ScreenCapture.CaptureScreenshotAsTexture result image being empty when using Vulkan graphics API.
Product name will now be used as application name when creating Vulkan instance.
Fixed a potential cpp file name collision when 2 assembly names differ only by a number at the end of their name.
Fixed compilation error on a Reverse P/Invoke method that has a parameter that is pointer to a generic instance type.
Fixed InvalidCastException is thrown when serializing jagged arrays using BinaryFormatter.
Fixed race condition when creating generic class metadata.
Fixed unstable test ThreadSafeLinearAllocator AllocDealloc_On10Threads_DoesNotCrash.
Fixed editor and runtime crash when certain controllers connected.
Fixed Mouse position is incorrect when playing build on a multiple monitor setup in full screen mode.
Removed unused hardcoded credentials from web config file.
- Android SDK Level 33 (Tiramisu) support now available.
PackageFixAndroid
Added necessary post notification permission to manifest.
FixesFix
Package will now ask for permission during initialization if required.
FixesFix
External Dependency Manager for Unity (EDM4U) and Mobile Dependency Resolver (MDR) support now available. When either is installed:
FixesFix
A new PushSDKDependencies.xml file is generated for them to use.
FixesFix
InsertPushNotificationDependenciesIntoGradleScript will not run to prevent duplication from gradle.
FixesFix
Fixed errors appearing in the Editor Play Mode due to platform specific classes instantiating.
FixesFix
Fixed an issue where a project with a large number of git dependencies would have resolution errors with error code 429 (Too Many Requests). The number of concurrent requests is 6 by default, but can be changed by setting the UPM_GIT_MAX_CONCURRENT_COMMANDS environment variable.
Added the Min and Max conversion causing whole number sliders to conflict with the value being displayed against the value being set when dragging.
Fixed an issue that "NullReferenceException" error is thrown when entering the Play Mode with >=2 open Inspectors and Canvas GameObject is selected.
Instantiating a Selectable under a CanvasGroup now sets the correct interactable state.
Fixed crashes when changing the source URL on some specific devices.
Fixed for incorrect display names of certain subset of keys.
Fixed IME text input not being reported appropriately when users clicks away while using an IME, with the input system. The characters would be reported multiple times.
Renamed Web3 category filter in Package Manager Window for My Assets to Decentralization.
Package ManagerChange