This page lists changes in the Unity 2020.1 version which might affect existing projects when you upgrade from a 2019 version to 2020.1.
Unity might change the MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary UVs of 3D objectsA 3D GameObject such as a cube, terrain or ragdoll. More info
See in Glossary you import to a project.
Unity transforms the positions of all imported Mesh vertices to scale in Unity units automatically.
From Unity 2020.1, Unity generates lightmap UVs using the transformed Mesh vertices, if you’ve enabled Generate LightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary UVs. Previous to Unity 2020.1, Unity generated lightmap UV maps using the original imported Mesh vertex positions, before the automatic position transformation.
UVs generated after the vertex transformation are more accurate to the original shape and scale of your imported object.
From Unity 2020.1, Unity generates a different hash for all asset bundles in your project. This ensures all bundles are built, including the ones with the same content but with different loadable paths.
From Unity 2020.1, install the multiplayer HLAPI package from the Package Manager if the project you’re upgrading has scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary that use the multiplayer HLAPI.
From Unity 2019.1 to 2019.4, Unity automatically installed the multiplayer HLAPI package when you upgraded a project created in Unity 2018.4 or earlier.
Unity’s Progressive Lightmapper consists of the CPU and GPU lightmappersA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info
See in Glossary.
From Unity 2020.1, the GPU lightmapper supports level of detail (LOD) baking.
The CPU lightmapper uses the same baking algorithm and this allows Unity to fully use all available CPU cores for faster baking times in ScenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary with LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary values above 0.
To upgrade the LOD in your Scene, clear the baked lightmap and then regenerate it. To do this: