Unity 2019.4.39

Released:
Select 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.
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Known Issues in 2019.4.39f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117)

  • 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)

2019.4.39f1 Release Notes

API Changes

  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.

Fixes

  • 2D: Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)

  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)

  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)

  • Android: Fixed a crash when using a custom cursor. (1379249)

  • Android: Fixed a Java local reference leak when AndroidJavaProxy is passed as argument to AndroidJavaObject.Call/CallStatic. (1389252)

  • Animation: Improved performance with generating animation bindings. (1353998)

  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)

  • Graphics: Fixed an issue that EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Fixed an issue that the crunch compression now properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • iOS: Fixed QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)

  • iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515)

  • macOS: Fixed arrow key functionality in dialogs in the Mac Editor. (1279832)

  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)

  • Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module. (1373996)

  • Scripting: Fixed an issue to ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)

  • Scripting: Fixed an issues that isOverriable was not working. (1423498)

  • Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. (1373388)

  • Shaders: Fixed a bug where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register. (1383901)

  • Shaders: Fixed a rare crash when upgrading shaders. (1299790)

  • WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. (1225254)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. This removes duplicates for Oculus, and MockHMD. (The original fogbugz was for OpenXR which is only on 2020.3, but it was discovered that the issue exists for Oculus and MockHMD as well, which are also available on 2019.4. The fix is the same, so the fix is also being ported to 2019.4).

  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

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 2019.4.39f1

Packages updated

Changeset:
78d14dfa024b

Third Party Notices

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

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