Unity 2020.2 Is Now Available

Download & Release Notes | Blog Post | Docs

Unity 2020.2 is now available as the latest TECH version on the download page and in the Unity Hub.

Read the blog post for an overview over the biggest changes or visit our 2020.2 landing pages for more details:

2020.2 landing page

Remember to back up your projects before opening them in a new version of Unity. If you encounter any issues, please let us know by submitting a bug report so it can reach our developers.

If you have any questions related to 2020.2, please feel free to ask them in this thread and we will do our best to follow up on them.


the last beta was OK, removed VS and let all install by Unity Hub, don’t help


This sprite sheet preview looks great, but I am still seeing the old, standard preview style. How do I get that animation slider? The sprite is set to Sprite Mode Multiple and is sliced up appropriately.

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Just shut up and take my money, please.


Saw this in the list

What are the details? It sounds like a remote log file transfer feature.

Why are default interface methods not supported? They’re my favorite part of C# 8 :frowning:

Is there any word on when they will be supported?


I know the “stats” are known not to be the most accurate readings, but was there anything done to update these numbers? Because after converting my project that ran idle around 180 fps in play mode, I am getting around 50 fps. If I close the Scene window it bumps it up to about 100-120 fps but still noticeably lower than running in 2020.1.16.

The profiler shows that everything is running twice in the editor, which makes sense, but that wasn’t the behavior in the prior version, so I am making the assumption that it is the same, just more accurate now?

the TL;DR: It requires a .Net runtime update, which is not possible at the moment

the long version: https://discussions.unity.com/t/779212


I just hope asset creators will update their software fast.

So many people want default interface implementation, I hope they also know its limitations.

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I notice you can no longer access MonoBehaviour.gameObject from a background thread (you could do it in 2020.1.17). I know it wasn’t recommended, but now you get an exception hand slap for trying it :stuck_out_tongue:

Oh this one is really awesome

I might not need to restart my dedicated server game every night anymore with this.


I don’t think anything changed with that function since 2020.1 (just checked source code history, hasn’t been touched at all). However, thread checks are only enabled in the editor and development builds. They’re compiled out of non-development builds. I wonder if you observed it “work” in a non-development build.

Keep in mind that the property getter is in no way thread safe and there be dragons if you try to use it from non-main thread.


Hello, I’m using unity’s webgl. At present, when the browser on Android platform is full screen, the versions after unity2020 and the full screen of web page have mouse coordinates, but the ugui interface does not respond

It’s normal to go back to unity2019.4, and then I’ll replace the ugui of unity2020 with unity2019
The full screen code for the web page is as follows:
function JSFullScreenEnabled(value) {
if (value) {
canvas.ontouchend = function () {
} else {
canvas.ontouchend = null;

function SetFullScreen() {
if ( document.fullscreenElement Wei document.webkitFullscreenElement Wei document.mozFullScreenElement Wei document.msFullscreenElement )

var element = document.documentElement ;
if ( element.requestFullscreen {
element.requestFullscreen ();
} else if ( element.mozRequestFullScreen {
element.mozRequestFullScreen ();
} else if ( element.webkitRequestFullscreen {
element.webkitRequestFullscreen ();
} else if ( element.msRequestFullscreen {
element.msRequestFullscreen ();

However, the latest version of unity2020.2 ugui code has a relatively big change, can no longer be replaced with 2019 ugui

Unity2020.2 webgl does not respond to the full screen ugui under Android. I found a new solution: only replace the ugui on unity2019.4.17 com.unity.ugui/Runtime/EventSystem

I don't understand this error. It seem new in 2020.2 and not in 2020.1

mainTemplate.gradle file is using the old aaptOptions noCompress property definition which does not include types defined by unityStreamingAssets constant.

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It is compiled into a webgl web page,
And then use the Android mobile browser to open the web page in full screen,
At this time, the ugui of unity2020 does not respond to the touch, but the coordinates of the touch itself are normal,
Only by replacing ugui2020 with ugui2019 is normal.

I like the new “What’s new” pages, with videos and all. Makes it much easier to find new features and the short video that shows it in action is very useful too.


Hi. This feature works with animated textures not sprites, make sure your asset is set as Default and the texture shape as “2D Array” confirm the number of columns and rows and click Apply, a slider will appear to previsualize the animation

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We're getting windows player crashes in 2020.2 URP 10.2. It's unclear how any of our usercode could cause something like this. Has anyone got any ideas? This is happening somewhat randomly as the player runs

========== OUTPUTTING STACK TRACE ==================
0x00007FF7BAC98F14 (Unity) PrepareValueParameters<OverridingParameterPreparer>
0x00007FF7BAC9FA96 (Unity) GpuProgramParameters::PrepareOverridingValues
0x00007FF7B9BDCC63 (Unity) GfxDeviceD3D11Base::SetShaderPropertiesCopied
0x00007FF7BD0C5538 (Unity) GfxDeviceWorker::RunCommand
0x00007FF7BD0D30DC (Unity) GfxDeviceWorker::RunExt
0x00007FF7BD0D3628 (Unity) GfxDeviceWorker::RunGfxDeviceWorker
0x00007FF7BAB5F8D5 (Unity) Thread::RunThreadWrapper
0x00007FF9DB487034 (KERNEL32) BaseThreadInitThunk
0x00007FF9DD33D0D1 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========