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Unity for Mac

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Download Unity 2020.1.5

  -  512 KB  -  Freeware

What's new in this version:

Fixed:
- 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh.
- 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects.
- 2D: Fixed Eraser tool changing to Paint tool after a mouse drag.
- 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile pallete
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields.
- 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile pallete
- AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file.
- Android: Fixed GrabPass when Blit Type is Auto.
- Animation: Fixed Animation Window icons that where pixelated on HiDPI screens.
- Animation: Fixed flicker of whole animator transition inspector window when resizing it.
- Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial.
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor.
- Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details.
- Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window.
- Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream.
- Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build.
- DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP.
- Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project.
- Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window.
- Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script.
- Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode.
- Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake.
- Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence.
- Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize.
- GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it.
- GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device.
- GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects.
- GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes.
- Graphics: Added a Retry and additional logging when ETC compression fails.
- Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array.
- Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player.
- Graphics: Fixed a crash when doing custom frequency shadow cascade updates.
- Graphics: Fixed broken virtual texturing on Xbox.
- Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing.
- Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4).
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them.
- Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1.
- Graphics: Fixed shader with constant buffer not used to prevent crashes in editor.
- Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh.
- Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures.
- Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression.
- Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks.
- IL2CPP: Fixed a JSON exception when building a project with large number of scenes.
- IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics.
- IL2CPP: Fixed handling of enum types with more than 32784 fields.
- IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method.
- IL2CPP: Fixed performance regression when parsing an XML document with a DTD.
- IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows.
- IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files.
- IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback.
- iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV.
- iOS: Fixed an issue with the loading of the system font on iOS 13.
- iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS.
- iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled.
- Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code.
- Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking.
- Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows.
- Linux: Fixed keypad period to associate with the correct keycode.
- Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should nev
- Package Manager: Fixed Package Manager dialog box being empty if the error message was too long.
- Package Manager: Fixed Package Manager to display packages when using candidates registry.
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages.
- Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer.
- Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported.
- Particles: Fixed ParticleSystem ignoring transform changes made by Constraints.
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event.
- Particles: Fixed velocity calculations when changes are made in LateUpdate.
- Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable).
- Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads.
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator.
- Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4.
- Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set.
- Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported.
- Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend.
- Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection.
- Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer.
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating.
- Serialization: Ensured that globalgamemanagers.assets is deterministic.
- Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping.
- Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds.
- Universal Windows Platform: Fixed bursted code falling back to non-burst path.
- Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store.
- XR: Reduced unnecessary Vulkan backbuffer allocations.

Changes:
- Package Manager: Package com.unity.purchasing updated to 2.1.0
- XR: Updated Oculus XR Plugin package to 1.4.3

Improvements:
- Editor: Updated to ProBuilder 4.4.0
- GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc
- Package Manager: Upgraded Cinemachine to 2.6.1
- Profiler: Load icon changed to more clearly read as "Load"
- XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate)

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