Powerful 3D and 2D gaming development software for Mac

Unity for Mac

Join our mailing list

Stay up to date with latest software releases, news, software discounts, deals and more.

Subscribe
Download Unity 2021.2.5

Unity 2021.2.5

  -  1.3 MB  -  Freeware

Sometimes latest versions of the software can cause issues when installed on older devices or devices running an older version of the operating system. Software makers usually fix these issues but it can take them some time. What you can do in the meantime is to download and install an older version of Unity 2021.2.5.


For those interested in downloading the most recent release of Unity for Mac or reading our review, simply click here.


All old versions distributed on our website are completely virus-free and available for download at no cost.


We would love to hear from you

If you have any questions or ideas that you want to share with us - head over to our Contact page and let us know. We value your feedback!

  • Unity 2021.2.5 Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

What's new in this version:

Features:
- Input System: Added support for PS5 DualSense controllers on Mac and Windows
- Version Control: Added empty state and success message for Pending Changes tab
- Version Control: Added metrics for Branches tab functionalities
- Version Control: Added option to "Add to ignore file" in context menu in the project view

Improvements:
- Editor: Added an Information Entry when the player data is rebuilt with 'Development' checkbox off. The message will be 'Rebuilding Data files because BuildOptions.Development is not set.
- Input System: Improved creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch\*/press path binding syntax
- Scripting: Added TextAsset.GetData that returns a NativeArray view into the data without memory allocations

Changed:
- HDRP: Depth of Field is now disabled in orthographic cameras - it was using the hidden perspective settings
- HDRP: Integrate a help box to inform users of the potential dependency to directional lights when baking.
- HDRP: Maximum light count per fine prunned tile (opaque deferred) is now 63 instead of 23.
- Input System: When exceptions occur in user code inside of Input System callbacks, the exception message is now printed first and details about the callback second to avoid hiding exception details.
- Package: Updated OpenXR package version to 1.3.0. Full package release notes available here:
- Version Control: Changed the default metadata columns shown in the Incoming Changes screen
- Version Control: Removed pinstriping in the Gluon Incoming Changes window
- Version Control: Removed the "Nothing to download" bar from the Incoming Changes window when there are no items to download
- Version Control: Updated the alignment of sorting arrows to the right of the column
- XR: Added SRP batcher support for late latching

Fixed:
- Android: Fixed an issue where Resource.Load did not work when running universal.apk were created from AAB which was built with Split Application Binary option that was enabled. Note: In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack
- Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source
- DX12: Fixed linear colorspace screenshots being broken when swapchain resolution mismatched with window resolution
- Editor: Fixed an issue where PropertyField methods was not including ReorderableList children by default
- Editor: Fixed an issue where the game view maximized instead of tab being switched when clicking on a tab docked in the same window as the Game View window while in playmode in the Linux Editor
- GI: Fixed rare infinite loop issue when baking reflection probes while shaders were asynchronously compiling
- Graphics: Fixed a crash when PreviewRenderUtility.BeginPreview() was not properly followed by EndPreview()
- Graphics: Fixed a crash when using ray tracing shader passes that are part of a fallback shader
- Graphics: Fixed an issue when changing volume profiles at runtime with a script
- Graphics: Fixed an issues on vulkan library on initialization and on AMD gpus
- Graphics: Fixed serialization of DebugStateFlags where the internal Enum were not being serialized.
- HDRP: Fixed a build-time warning regarding light loop variants
- HDRP: Fixed a crash issue when adding an area light on its own.
- HDRP: Fixed a regression that was introduced in the diffuse denoiser.
- HDRP: Fixed an exception when the user did not set one of the renderers of a given LOD
- HDRP: Fixed an infinite import loop of materials when there is no HDMetaData generated by the ShaderGraph.
- HDRP: Fixed an issue where pyramid blur was being corrupted when hardware DRS was on
- HDRP: Fixed an issue with area light support for hair.
- HDRP: Fixed an issue with mixed cached shadow for area lights.
- HDRP: Fixed and optimize distance shadowmask fade.
- HDRP: Fixed compilation errors when using Elipse, Rectangle, Polygon, Checkerboard, RoundedPolygon, RoundedRectangle in a ray tracing shader graph
- HDRP: Fixed emissive value when switching between HDR and LDR mode.
- HDRP: Fixed film grain and dithering when using spatial upscaling methods for DRS.
- HDRP: Fixed focus distance in path traced depth of field now takes into account the focus mode setting (volume vs camera).
- HDRP: Fixed geometry scale issue with the Eye Shader.
- HDRP: Fixed light unit conversion after changing mid gray value.
- HDRP: Fixed motion vector buffer not accessible from custom passes in the BeforeTransparent, BeforePreRefraction and AfterDepthAndNormal injection points.
- HDRP: Fixed outdated documentation about recursie ray tracing effects support.
- HDRP: Fixed outdated documentation about supported GPUs for ray tracing.
- HDRP: Fixed performance on PrepareLightsForGPU by burstifying light loop.
- HDRP: Fixed public API to reset path tracing accumulation and check its status.
- HDRP: Fixed rendertarget ColorMask in Forward with virtual texturing and transparent motion vectors.
- HDRP: Fixed sky override layer mask having no effect.
- HDRP: Fixed stencil buffer resolve when MSAA is enabled so that OR operator is used instead of picking the last sample.
- HDRP: Fixed the bad blending between the sun and the clouds
- HDRP: Fixed the point distribution for the diffuse denoiser sometimes not being properly intialized.
- HDRP: Fixed Z axis orientation when sampling 3D textures in local volumetric fog.
- Input System: Fixe an issue where any unhandled exception in InputManager.OnUpdate failed latter updates with InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?. Instead the system will try to handle the exception and recover into a working state.
- Input System: Fixed "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting set to medium or high
- Input System: Fixed a performance issue on entering/exiting play-mode where HID device capabilities JSON could be parsed multiple times for a single device
- Input System: Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in ENABLE_VR checks to prevent this issue.
- Input System: Fixed an issue that broke the VirtualMouseInput component in the editor
- Input System: Fixed an issue where explicitly switching to an already active control scheme and device set for PlayerInput would cancel event callbacks for no reason when the control scheme switch would have no practical effect. This fix detects and skips device unpairing and re-pairing if the switch is detected to not be a change to scheme or devices
- Input System: Fixed an issue where InvalidOperationException was thrown if an input for an action with multiple interactions is held while disconnecting the device
- Input System: Fixed an issue where resetting an action via InputAction.Reset() while being in disabled state would prevent the action from being enabled again
- Input System: Fixed current being null for sensors (Accelerometer.current, others)
- Input System: Fixed input action for Android gamepad's right stick will be correctly invoked when only the Y-axis is changing
- Input System: Fixed action.ReadValue and others returning invalid data when used from FixedUpdate or early update when running in play mode in the editor
- Input System: Generic gamepad short display button names where incorrectly mapped on Switch (A instead of B, etc).
- Profiler: Fixed a crash when exiting Unity Editor related to UnsafeUtility.Malloc usage
- Serialization: Fixed missed invocations of ISerializationCallbackReceiver.OnAfterDeserialization and asserts arising when that interface is implemented on structs inside a MonoBehaviour or ScriptableObject class, along with the presence of SerializeReference fields
- Shadergraph: Fixed a ShaderGraph warning when connecting a node using Object Space BiTangent to the vertex stage
- Shadergraph: Fixed a usability issue where in some cases searcher would suggest one collapsed category of results that user would have to manually expand anyway.
- Shadergraph: Fixed an issue that caused exceptions to be thrown when using the up/down arrow keys with search list focused
- Shadergraph: Fixed an issue that caused incorrect search results with non whitespaced queries for nodes with spaces in their name and for subgraphs
- Shadergraph: Fixed an issue that caused search results to not be visible sometimes in the searcher window
- Shadergraph: Fixed an issue that caused some searcher items to be irreversibly collapsed due to expand icon disappearing on collapsing those items.
- Shaders: Prevent shader cache from growing infinitely. Shader cache is now organized into per asset folders
- UI Toolkit: Fixed an issue where the element under pointer was not updated when pointer position varied very slowly (subpixel amounts on each update)
- Universal Windows Platform: Fixed a generated Visual Studio project issue when building to Universal Windows Platform with Visual Studio 2022
- URP: Fixed a performance regression for 2D shaders where alpha discard was disabled
- URP: Fixed an issue where installing the Adaptive Performance package caused errors to the inspector UI
- URP: Fixed an issue where the Convert Renderering Settings would cause a freeze
- URP: Fixed disabled debug lighting modes on Vulkan and OpenGL following a shader compiler fix.
- URP: Fixed incorrect behavior of Reflections with Smoothness lighting debug mode.
- URP: Fixed post processing with Pixel Perfect camera
- Version Control: Fixed a console error when selecting an object in Scene view hierarchy or creating a new asset.
- Version Control: Fixed NullReferenceException after closing the Plastic SCM window.
- Version Control: Fixed UI overlays in Project view that was missing on changed assets when force checkout was disabled.
- VFX Graph: Fixed a performance drop when Windows screen DPI setting was set to custom values (like 125%).
- VFX Graph: Fixed an issue where there were extra nodes in Ribbon template
- VFX Graph: Fixed the compilation error while using not exposed texture in ShaderGraph.
- WebGL: Fixed a fullscreen mode issue on Safari
- WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed()
- Windows: Fixed an issue where SystemInfo.operatingSystem did not recognize Windows 11
- Windows: UnityCrashHandler.exe will no longer inherit all Windows handles from the editor/player when launched, which should eliminate some problems with it causing files to be locked unnecessarily.
- XR: Fixed an issue where UnitySubsystemsManifest.json file was added to the app bundle instead of apk while building XR app for Android with Build App Bundle option
- XR: Fixed for late latching pre drawcall performance regression and world space UI and terrain always drawn at origin

Join our mailing list

Stay up to date with latest software releases, news, software discounts, deals and more.

Subscribe