Additional downloadsSelect the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
Known Issues in 2019.4.38f1
Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)
Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)
MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)
Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)
Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)
2019.4.38f1 Release Notes
2D: Optimized texture space needed for rect packing.
Graphics: Allowed selection of sRGB format for rendertextures. (1295276)
Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)
2D: Removed Triangle.Net from 2D Animation runtime.
Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)
Package Manager: Enabled the Git LFS cache by setting the
UPM_ENABLE_GIT_LFS_CACHEenvironment variable is now always located under the global cache root, even when the cache root location is customized.
2D: Fixed a null exception when importing files with masks. (1388820)
Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)
Asset Bundles: Fixed a regression where skinned mesh were no longer being compressed. (1391542)
Asset Bundles: Fixed an issue sothat when copying file and meta on disk, renaming the asset bundle name is preserved. (1385129)
Core: Updated libcurl to 7.80 to address security vulnerabilities. (1383040)
Editor: Fixed an Editor crash when adding scripts to objects where the class name did not match the filename. (1411915)
GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)
GI: Fixed case 1394168 caused by out-of-bounds access when light probes had no coefficients. (1394168)
Graphics: Improved to CullScene performance; in large scenes (10000+ Renderers) this can halve the time spent in CullScene. (1399880)
IL2CPP: Fixed an issue so that exception handlers are properly sorted internally to avoid code conversion errors with System.Text.Json (and maybe other assemblies). (1400410)
IL2CPP: Fixed an issue to allow [Preserve] in assemblies whose name starts with Microsoft. (1397381)
IL2CPP: Fixed error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)
IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)
IL2CPP: Improved error messages when we cannot compile C++ code due to Visual C++ toolchain or Windows SDK being not installed on the machine. (1287868)
IMGUI: Fixed memory leak when continuously calling Repaint inside OnGUI after GUI.Window. (1371866)
Kernel: Added additional checks to
FileUtil.DeleteFileOrDirectoryto fix unintentional deletion of project assets directory. (1382446)
Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)
Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e.
80for HTTP or
443for HTTPS). (1388256)
Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving
Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.
Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)
Package Manager: Fixed an issue where the
PackageManager.Client.SearchAll()method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)
Package Manager: Fixed an issue where
local-tarballdependencies would become unresolved if the source tarball was removed.
Particles: Fixed an issue to restore Trail material if module is toggled off then on again. (1363211)
Physics: Fixed an issue with cloth interpolation where tabbing in/out of an application on Windows Players would cause the component to behave erratically. (1380001)
Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)
Video: Removed spike on the main thread when changing the video clip. (1384846)
WebGL: Fixed crash when using AudiClip.priority and AudioSettings.Reset. (1385590)
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:
- 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