Unity 2019.4.35

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Known Issues in 2019.4.35f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • IL2CPP: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android (1391435)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Progressive Lightmapper: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Shader System: Shader stripping crashes when it gets too many variants (1388530)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.35f1 Release Notes


  • IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.

  • Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)

  • Shaders: Fixed a build failing when a shader from always included list has 1M variants before stripping. (1379096)

  • Shaders: Improved Shader binary compression and now it utilizes more than one core. (1375627)


  • 2D: Fixed an issue and now Sprite selection now reacts only to the left mouse button. (1371567)

  • 2D: Fixed an issue that Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered from the Prefab mode. (1383944)

  • 2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. (1378775)

  • Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. (1368858)

  • Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)

  • Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. (1379427)

  • Android: Fixed leaked Java local reference when creating new Java object. (1366122)

  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1384729)

  • Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source. (1363271)

  • Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. (1357782)

  • Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. (1327550)

  • Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. (1346442)

  • Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. (1362634)

  • GI: Fixed an issue that light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

  • GI: Fixed an issue that mixed point/spot lights with shadows disabled now contribute direct light to static objects on subtractive lighting mode. (1350852)

  • Graphics: Fixed a bug where mip map streaming did not work after setting a material with streamable textures on a renderer. (1302707)

  • Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)

  • Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. (1249348)

  • Graphics: Fixed an issue so that Input delay in Vulkan standalone when VSync is enabled has been reduced. (1282463)

  • IL2CPP: Fixed a race condition loading string literal values. (1379139)

  • IL2CPP: FIxed an issue to correctly indicate that blittable types nested in generic types are indeed blittable. (1368711)

  • IL2CPP: Fixed an issue to ensure ThaiBuddistCalendar, UmAlQuraCalendar, and HijriCalendar survive code stripping when needed. (1158527)

  • IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. (1335434)

  • Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. (1373945)

  • iOS: Fixed a crash on iOS when requesting WebCam and Mic permission at the same time as different operations. (1330126)

  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)

  • iOS: Fixed a rare crash when quiting app during orientation change. (1389840)

  • iOS: Fixed an issue with game objects' colors in light mode. (1379817)

  • macOS: Fixed a bug where Unity may crash if shut down quickly after startup. (1272819)

  • macOS: Fixed an issue that NDK not being executed when building exported Android IL2CPP project on Apple Silicon. (1386482)

  • Mono: Fixed a rare hang that would occur when opening the editor during asset import. (1341730)

  • Package Manager: Fixed an issue with documentation and now the built-in documentation link opens the right editor version url. (1376379)

  • Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. (1345964)

  • Scripting: Fixed an issue that the Player settings UI now correctly set Assembly Version Validation setting for the editor (before it only applied to Player build). (1378650)

  • Scripting: Fixed an issue where messages from the compiler containing special character were not correctly printed in the console. (1220668)

  • Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)

  • UI Toolkit: Fixed a performance test issue for UI Toolkit renderer repaints. (1337832)

  • UI Toolkit: Fixed an issue that scissor clipping on hidden elements now work properly. (1340827)

  • WebGL: Added a workaround to Chrome specific Web Audio performance issue. See https://bugs.chromium.org/p/chromium/issues/detail?id=1133233. (1270768)

  • WebGL: Fixed a tapping sound when pausing audio. (1238052)

  • WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)

  • WebGL: Fixed mouse wheel scrolling with the new input system on WebGL. (1264545)

  • Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. (1373881)

  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Package changes in 2019.4.35f1

Packages updated


Third Party Notices

For more information please see our Open Source Software Licenses FAQ on the Unity Support Portal

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