Unity 2019.4.23

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Known Issues in 2019.4.23f1

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

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • iOS: [WebGL] [iOS] video is not playing on iOS (1288692)

  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)

  • Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)

  • Metal: [Apple M1] Crash on MTLGetEnvCase on startup when 'm_Automatic' is set to 0 in the ProjectSettings (1306688)

  • Graphics Device Backends: [Mac] Editor crashes on MTLGetEnvCase on startup when metalEditorSupport is set to 0 in the ProjectSettings (1298617)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

  • Mobile Rendering: [Android][URP][OpenGLES] Only RenderQueue Transparent GameObjects are rendered if Opaque Texture is enabled and MSAA is 4x or 8x (1303685)

  • Shuriken: Crash on ParticleSystem::EndUpdateAll (1311212)

  • Linux: Linux Editor throws "X Server took longer than x miliseconds to respond to SetGtkWindowSizeAndPosition" error after opening (1309607)

  • Linux: "Out of memory!" crash when opening Unity on Ubuntu 20.04 (1262894)

  • Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)

2019.4.23f1 Release Notes


  • Graphics: Added support for importing 16bit per channel integer formats without quantization. This also exposed new TextureFormats R16G16, R16G16B16 & R16G16B16A16.


  • Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render.

  • Scripting: Added support for Unity Version Defines in Assembly definition import options.
    This feature improvement allows scripts to easily specify different code snippets for different Unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls needs to be guarded by defines based on a Unity version range of a given Unity version or later.
    Unity version range expression syntax is the same as package version range expressions. Unity version format differs from package version format, thus Unity version expressions are evaluated based on some rules specific to the Unity version format:

    • Comparison of release types follows the following rules: a<b<f=c<p<x. So e.g. an alpha version is always smaller (earlier) than a beta version, regardless of the incremental version.

    • The Unity versions are allowed to have suffixes (e.g 2020.1.3-acme) which are ignored by the Unity version comparison code.

    • Chinese releases are equivalent to public releases (f) so for the sake of comparison in the version range expression 2020.1f3 would be equal to 2020.1c3

    • Experimental releases don't include an incremental version - e.g. everything after 2020.2.1x would be treated as suffix and ignored by the version comparison.

API Changes

  • Graphics: Added: Added new SystemInfo.supportsStoreAndResolveAction API to check for StoreAndResolveAction store action support on a specific platform.


  • Graphics: Updated postprocessing package to 3.0.3.

  • Graphics: Updated postprocessing package to 3.1.0.

  • Package: Updated com.unity.purchasing version to 3.0.1.


  • 2D: Fixed an issue where the PVRTC altas variant size adjustment led to incorrect sprite UVs. (1284374)

  • Android: Added .mov to supported extensions in VideoPlayer. (1282206)

  • Animation: Fixed an issue where the animation values in the import settings could not be changed if an event was selected. (1304022)

  • Asset Bundles: Fixed an issue where loading an asset from a bundle asynchronously while loading a texture synchronously causes a deadlock on the main thread. (1277297)

  • Asset Pipeline: Fixed a crash in the Editor when downloading corrupted metadata. (1306061)

  • Asset Pipeline: Fixed an issue that caused the editor to crash when asset database files are read only or locked by another process. (1208749)

  • Asset Pipeline: Fixed an issue that could cause a Crash/assert when building and uploading shaders. (1314042)

  • Asset Pipeline: Fixed an issue with Prefabs reimporting every time a code change is made. Note: This fix will trigger reimports for assets which have a dependency of script types when the project is opened for the first time only. (1294785)

  • Asset Pipeline: Objects loaded during import in initial script refresh, are now unloaded. (1296506)

  • Build System: Fixed an issue that could cause ILRepack to be detected as a virus by mistake.

  • Editor: Fixed an issue causing invalid ScriptableObjects to added as a sub-asset causing the editor to crash during serialisation. (1257558)

  • Editor: Gracefully exit editor in the case where shader compiler process cannot be launched due to external conditions. (1319336)

  • GI: Fixed a crash in the progressive lightmapper seam stitching when adding a mesh containing NaNs. (1263058)

  • Graphics: Fixed 16-bit texture quantized to 8 bits during importing. (1212098)

  • Graphics: Fixed an issue that caused some scenes to throw DebugAssert 6 == cullData.shadowSliceCullPlanesCount[0] and could also cause a spotlight shadow rendering clipping error. (1250937)

  • Graphics: Fixed an issue that caused the Renderer data to get out of sync after the OnBecameVisible callback in SRP. (1311717)

  • Graphics: Fixed an issue where Renderer Scenehandles were becoming invalid due to the flush of pending changes after a Render. (1292526)

  • Graphics: Standalone Player crashes when minimizing and restoring window when using Vulkan. (1307801)

  • IL2CPP: Fixed a crash on startup with BOLT and IL2CPP when there was at least 1 Node present in a Graph. (1284772)

  • IL2CPP: Fixed an exception that could be throw if System.Data.DataCommonEventSource.ExitScope was called at runtime on a non-windows platform when managed code stripping is enabled. (1278839)

  • IL2CPP: Fixed an issue so that virtual methods with an in parameter of an array type now emits correct code. (1302459)

  • IL2CPP: Fixed an issue so that Windows Games CultureInfo.CurrentCulture value now reflects the current culture/locale. (1283306)

  • IL2CPP: Fixed an issue to avoid an incorrect InvalidCastException when a generic type using an enum generic parameter is cast. (1306288)

  • iOS: Added identifiers for all iPhone 12 models, 4th generation iPad Airs, 8th generation iPads. (1299093)

  • iOS: Added missing DPI information for newer devices. (1280059)

  • iOS: Fixed a regression that meant devices with memory over 2GB reported negative amounts of memory. (1319420)

  • iOS: Fixed a regression that stopped the built in deferred rendering path from working on some devices. (1317077)

  • iOS: Fixed Screen.dpi returning zero on some iPads. (1300359)

  • Linux: Fixed an issue that caused Package Manager's prompt to keep reappearing to resolve packages. (1315014)

  • macOS: Fixed some issues causing loss of input and occasional crashes when connecting and reconnecting controllers. (1315229)

  • Mono: Fixed a hang that would be encountered when mono's finalizer thread would compete with the debugger thread for a lock. (1288953)

  • Mono: Fixed an issue with System.XML depending on writing/reading from the registry caused macOS Notarization to fail. (1292941)

  • Package Manager: Fixed an issue where the update icon for assets takes a very long time to show when user have a lot of downloaded assets. (1315426)

  • Package Manager: Fixed an issue with Perforce where embedded packages would be checked out for edit after being fetched and imported into the project. (1279371)

  • Particles: Ensure Force Field Components behave the same regardless of framerate. (1314426)

  • Particles: Fixed a crash when calling TriggerSubEmitter with a null sub emitter. A warning will now be produced. (1300728)

  • Physics: Fixed an issue where adding a Cloth component would not compute the correct bounds for the related SkinnedMeshRenderer, unless update off-screen was toggled on. (1290726)

  • Physics: Fixed an issue with Cloth bounds computation where objects with non-uniform scale would cause the bounds to incorrectly expand. (1209765)

  • Physics: Fixed an issue with Cloth getting residual forces from meshes with bones. (1294086)

  • Physics: Fixed an issue with Cloth where attempting to use Undo functionality would result in a NullReferenceException. (1289060)

  • Physics: Fixed an issue with Cloth where the simulation would receive incorrect data during initialization, causing it to become jittery and offset the simulation space. (1257005)

  • Physics: Fixed an issue with the Cloth Inspector where constraints could end up being painted even though the brush was outside of the models bounds. (1296484)

  • Scripting: Fixed a hang that would manifest when the debugger agent would get stuck waiting to do a thread_join on a suspended thread. (1275345)

  • Serialization: Fixed crash when entering play mode or on domain reload with a MonoBehaviour larger than 2,147,483,647 bytes. (1313492)

  • Serialization: Fixed for hard to repro crash when using JSONUtility to deserialize objects that have Serialized References. (1296236)

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


Third Party Notices

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

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