Unity 2019.4.32

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Known Issues in 2019.4.32f1

  • Android: Errors are thrown and the app is not launched when Building And Running App Bundle on Android 4.x (1355198)

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

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

  • Asset Bundles: GameObject::GetComponentIndex crash when entering Play mode after unloading AssetBundle during LoadResourceAsync (1150164)

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

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

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

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scene Management: [macOS] Editor crashes when making changes to Prefab script components, which were previously Missing (Mono Script) (1255454)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

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

  • uGUI: Poor performance when loading or unloading a large Scene (1375646)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

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

2019.4.32f1 Release Notes


  • Version Control: Added light and dark mode versions of avatar icon.

  • Version Control: Added notification status icons.

  • Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.


  • Input System: Optimized input processing performance.

  • Mono: Avoid padding classes/structs with an explicit size.

  • Package: Update Windows MR XR SDK package to version 2.9.0. Please refer to the package changelog online here:

  • Package: Updated Addressables package version to 1.18.16. Please refer to the package changelog online here:

  • Package: Updated Purchasing package version to 4.0.3. Please refer to the package changelog online here:

  • Package: Updated ScriptableBuildPipeline package to version 1.19.2. Please refer to the package changelog online here:

  • Package: Updated XR Management package to version 4.1.0. Please refer to the package changelog online here:

  • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.


  • Version Control: Improved usage analytics around Editor and Plugin version.

  • Version Control: Workspace Migration Adjustments.


  • Android: Fixed an issue related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS. (1364582)

  • Android: Fixed an issue where a too large of no compress settings list would break apk build procedure. (1272592)

  • Android: Fixed an issue where Android on-screen keyboard dismiss behavior did not match iOS. (1274669)

  • Android: Fixed an issue where Resource.Load did not work when running universal.apk created from AAB which was built with Split Application Binary option enabled. In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)

  • Animation: Fixed animation curve editor swapping unintentionally when editing curves in two different inspectors. (1308938)

  • Asset Import: Fixed a crash (due to running out of VRAM) when many textures using DX11 were imported. (1324536)

  • Asset Pipeline: Fixed a crash that would occured when ImportAsset was called with "Assets\" path. Also fixed an issue where any folder path ending with path separator did not get imported. (1354411)

  • Asset Pipeline: Fixed an issue where the main object name in an asset did not update correctly when the asset was moved or copied. (1210886, 1227555)

  • Asset Pipeline: Fixed the progress bar being full during the import of assets issue. (1337397)

  • Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

  • Audio: Fixed an issue where audio source filters reset on unrelated parameter changes such as audio source volume or pitch and did not respond to component reordering. (1361636)

  • Audio: Fixed an issue where exposing multiple send levels in the audio mixer did not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)

  • Audio: Fixed an issue where the inspector window did not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. (1276039)

  • Editor: Fixed an issue where LTS builds of the editor did not have their own entry in Add/Remove programs on Windows. (1267038)

  • Editor: Fixed launching a Linux standalone player whose folder is in $PATH (1339398)

  • GI: Fixed a reflection probes weight on flat objects issue. (1233991)

  • GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend. (1248311)

  • Graphics: Fixed a crash when closing BuildSettings and other windows when using Editor with Vulkan. (1362844)

  • Graphics: Fixed a high memory usage issue when running Unity in batch mode and importing a high number of assets. (1337474)

  • Graphics: Fixed a race condition deadlock when loading textures synchronously. (1353805)

  • Graphics: Fixed a RenderToCubemap offsets shadows issue when the material on the mesh had GPU Instancing enabled. This was fixed by adding support for STEREO_CUBEMAP_RENDER_ON for instanced rendering. (1086548)

  • Graphics: Fixed an issue were TextureIDs could leak upon recreating RenderTextures with explicit stencil views. (1365351)

  • Graphics: Fixed an issue where bilinear rescale on 32k wide or high images such that the image would flips around. (1340329)

  • Graphics: Fixed incorrect texture settings for externally created textures. (1358700)

  • IL2CPP: Fixed a crash during thread detach when many threads were calling reverse p/invoke wrappers at the same time. (1358863)

  • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

  • Linux: Fixed an issue where the linux toolchain package was installed while editor is playing. (1344023)

  • macOS: Fixed a Xbox wireless gamepad triggers and DPAD issue that was not working with the old Input. (1342338)

  • macOS: Fixed an inverted Y position of mouse cursor issue when using New Input's Warp mouse. (1311064)

  • macOS: Fixed an issue where the Cursor.lockState registers inputed movement as if the mouse was moved to the center first before following the actual mouse movement. (1283506)

  • Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. (1291175)

  • Particles: Fixed a smooth size update issue when during slow-mo scrubbing of the particle playback time. (1224857)

  • Particles: Fixed an issue where textures were not automatically marked as readable, if used by the Particle System Shape module. (1344356)

  • Particles: Fixed stuttering slow-motion preview issue when using Custom Data. (1365360)

  • Scene Manager: Fixed EditorSceneManager.sceneOpened event returns Scene object with some null properties issue. (1362627)

  • Scripting: Fixed a Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings issue. (1354586)

  • Serialization: Fixed an isssue to keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

  • Serialization: Fixed an issue where a reference from Prefab to a missing asset became invalid once asset is added back to project, without reimport. (1270634)

  • Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. (1329514)

  • UI Toolkit: Fixed a precision errors in gamma-linear conversions. (1317742)

  • UI Toolkit: Fixed clipping issue with VisualElements that used the GroupTransform hint. (1328740)

  • UI Toolkit: Fixed highlighter positioning and draw order issue. (1174816)

  • Universal Windows Platform: Fixed an issue where DevicePortal deployment to did not handle both .appx and .msix packages. (1269676)

  • Universal Windows Platform: Fixed an issue where symbol file packaging failed when using the 'MasterWithLTCG' build configuration. (1345403)

  • Version Control: Fixed a low resolution icons in light theme issue.

  • Version Control: Fixed an issue where the history window would be blank.

  • Version Control: Fixed an issue with a missing Enterprise login link.

  • Version Control: Renamed the CoreServices namespace so it doesn't conflict.

  • Windows: Fixed an issue where the player icon was missing from the title after if the game was first launched in fullscreen mode and then later changed to windowed mode. (1361016)

  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)

  • XR: Fixed a soft particles shaders for XR single-pass issue. (1332105)

  • XR: Fixed single-pass stereo state after shadow map rendering issue. (1335518)

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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