Long Term Support
Unity 2022 LTS provides a stable foundation for projects that are in production or about to ship. Unity 2022.3 LTS release has the same feature set as the 2022.2 Tech Stream release.
We’re committed to supporting 2022 LTS releases with biweekly updates until mid-2024, after which updates will be monthly until mid-2025 (two years after the initial release date). These updates will only cover fixes aimed at improving the stability of the product to enable users to ship their projects.
Unity 2021.3 is now the legacy LTS. It will be updated monthly until it reaches the end of its support cycle in mid-2024.
LTS Release 2019.3.11f1
LTS Release 2019.3.11f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.11f1
2D: Editor crashes/freezes on a broken project when editing a Scene using Tilemap (1221127)
Asset Import Pipeline: Editor is stuck compiling or crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly (1193773)
MacOS: Editor is leaking memory when Aura Camera component is attached to a GameObject in the scene and Aura preview is enabled (1229502)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] Editor crashes when trying to access audio capture devices (1227607)
Mobile: [Android][IL2CPP] App crashes after executing Application.Quit (1233578)
Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: Native object references for some object types are always 0 in the memory profiler (1234714)
Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)
Scene Management: Prefab Variant Transform fileId changes (1238280)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Scripting: ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit (1204885)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Themes: Components of a gameObject are not displayed in Inspector if its tag is deleted (1240105)
WebGL: Built project causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)
WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL (1188316)
Windows: TDR Crash when opening a project with Image Sharpening enabled (1238022)
2019.3.11f1 Release Notes
Fixes
2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
2D: Fixed a crash that might happen when a Sprite Renderer in Sliced/Tiled Draw Mode was rendered with the Universal Render Pipeline. (1217696)
2D: Fixed unable to select second created Sprite after the first created Sprite has been renamed. (1223096)
Animation: Fixing a crash when assigning an invalid AnimatorOverrideController to the Animator field. (1229421)
Asset Import: Fixed issue where selecting a Material from the list in Model Importer Material Editor locks choice and ignore other selected Materials (1238878)
Asset Import: Fixed issue where shadows appear segmented at specific angles when using physical camera with a large difference between sensor aspect ratio and screen aspect ratio. (1211431)
Audio: Fixed unassigned AudioSource game object from causing a memory leak which would eventually result in a crash. (1225987)
Build Pipeline: Fix cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)
Editor: Layer settings are set and saved per project in the project Library folder instead of being set globally. (1191057)
Editor: Raise a warning when exporting a .unitypackage, including dependencies, when some dependencies are in Package Manager packages and cannot be included (1218448)
GI: Added API for StitchLightmapSeams and ScaleInLightmap on Mesh Renderer. (1228109)
GI: Fixed incorrect handling of HDR values for the gradient sky environment while baking. (1222747)
Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10 (1217364)
Graphics: Resolved graphics tiers HDR format not taken into account within the editor. (1205975)
Graphics: Tree Billboard textures now only update when they are used in the scene. (1198821)
IL2CPP: Add support for SendTo and RecvFrom socket calls on Windows with IPv6. (1208806)
iOS: Fixed an issue where a custom storyboard might not be found at runtime (1225171)
iOS: [iOS]
Swift Language Versionis not set in Xcode Build Settings when a .swift source plugin is added to an Unity Project (1176139)Kernel: AlignOf returns C# required structure alignment, instead of 4. (1214853)
Linux: Read /etc/os-release instead of running lsb_release to be more platform agnostic and resolve issue with Stadia certification. (1231988)
macOS: Fixed issue where plugins were not being placed and loaded from the correct location (1216171)
macOS: Fixes a bug that prevented the Game Center UI from showing on macOS (1215479)
Package Manager: Fix nullreference exception (backport) (1218765)
Profiler: Fix Editor crashes when loading corrupted profiler data (1131782)
Scripting: Fixed batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)
XR: Fix a crash when executing Application.Quit on Oculus device (1222826)
XR: Fix for lack of vulkan support for additional graphics queue in graphics device. (1221658)
XR: Fixed Vulkan multiview renderpass mismatch
Improvements
Android: Update Screen.currentResolution.refreshRate in case the display refresh rate changes
Kernel: Fix crash when empty filename is passed to AsyncReadManager.Read API
UI: Add the ability to toggle maskable option from the inspector (property has always been there for API only) (1227645)
Features
- iOS: Make it possible to tweak xcode frame-capture and metal-validation option from editor scripts
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
LTS Release 2019.3.10f1
LTS Release 2019.3.10f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.10f1
2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
2D: Editor freezes on a broken project when editing a Scene using Tilemap (1221127)
Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
Animation: Crash on mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override (1229421)
Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)
Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
MacOS: macOS Native Plugins not detected or misplaced in Builds (1216171)
Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: Native object references for some object types are always 0 in the memory profiler (1234714)
Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)
Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)
Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)
Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Scripting: ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit (1204885)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL (1188316)
Windows: TDR Crash when opening a project with Image Sharpening enabled (1238022)
Windows: Undocked windows does not run copy, cut, paste actions when they are executed from top menu (1191649)
2019.3.10f1 Release Notes
Fixes
Animation: Fixed-Multiple warnings are thrown when loading a Scene with PlayableGraph playing (1210830)
Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs (1184551)
Asset Import: FBX importer address issue where an object animated visibility was turning to invisible if parent of object was animated only for a sub-section of the child animation range. (1227394)
Asset Import: Fix for case 1232463 - NullReferenceException thrown when selecting multiple model assets and having the animation tab open (1231164)
Asset Import: Model importer was preventing the user from re-extracting textures (1172619)
Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. (1219764)
Asset Pipeline: Corrupted assets are cached and causes cache poisoning (1206193)
Editor: Apply changes in Inspector correctly (1225161)
Editor: Fix OnPreviewGUI method's background image is rendered grey instead of white when background image is set to white texture (1212892)
Editor: Fixed EditorApplication.isPlaying is true in the first OnDisable() when entering Play mode with Play Mode Options enabled (1222935)
Editor: Fixed potential graphics device resource leak when triggering long synchronous build tasks (1232294)
Editor: Fixed the background image of popup windows in active state (1214816)
Editor: fixes an issue where smart rounding was causing problems with large scale values with the Rect tool (1225799)
Editor: Modal windows don't allow interaction with other windows until they are closed(affects EditorWindow.ShowModal() and EditorWindow.ShowModalUtility())
Editor: Removed Entering Playmode with Reload Domain disabled message from a console window (1222922)
GI: Fixed an issue with normals during bounce calculations in the GPU lightmapper, leading to large differences in brightness between the CPU and the incorrect GPU lightmapper. (1206157)
GI: Fixed issue where clamp method was used wrongly. (1231877)
Graphics: Correctly clear a render target before a compute pass (1226392)
Graphics: Fixed memory leak when disabling texture mip streaming (after enabled) (1227997)
Graphics: Fixed PS4 error, thrown when SkinWeight is set to more than 4 bones per vertex. (1202598)
Graphics: Further fixes for loading 17.4 asset bundles in to later versions of Unity (1194120)
Graphics: Mesh Yaml content could no longer be parsed properly leading to unitialized VertexBuffers causing crash. (1230188)
Graphics: Removed some unnecessary warnings (1193536)
Graphics: Shader.WarmupAllShaders() no longer submits a shader that uses VK_EXT_shader_viewport_index_layer without enabling it in context creation. (1215855)
iOS: Copy across referenced images from the launch screen storyboard during build times. (1187103)
iOS: Fixed crash when trying to use metal on simulator (this is supported starting with unity 2020.1) (1227049)
iOS: Screen.SafeArea should be reported correctly after the app is paused and it's orientation is changed. (1190735)
iOS: Screen.SafeArea should no longer reset to zeros after custom view is presented on iOS 13. (1190454)
macOS: Fixed crash when running macOS editor in batchmode with no display attached (1219751)
Particles: Fixed particle lights being re-rendered over multiple frames (1233190)
Physics: Fix an issue where a BoxCollider2D with an EdgeRadius > 0 resulted in "Physics2D.queriesStartInColliders" being ignored. (1219837)
Physics: Fix Physics.BakeMesh() not being able to reuse the same Mesh again (1197040)
Prefabs: Fix: Error is thrown when moving components up/down in Prefab variant after pressing "Open Prefab" (1167440)
Profiler: Reduced memory usage and optimized Timeline View generation in Profiler Window. (1203222)
Scripting: Avoid allocation in Enum.HasFlags (1211643)
Scripting: Fixed possible crash caused by race condition during startup when the script debugger and profiler systems are enabled.
Scripting: Handle accessing unloading domains inside the debugger. (1013579)
Serialization: Fix error where OcclusionData yaml file parsing was no longer working. (1228835)
XR: CPU affinity detection was incorrect on 64-bit mobile Oculus builds. This affected how many worker threads were created. (1232907)
XR: Fix for excessive XR Shader Build times when buliding Player on Android (1228826)
XR: Fix remoting return codes when connecting fails.
Improvements
- Editor: When a compile error is emitted for an assembly, clear all compile errors for all assemblies that reference it directly or directly. This improves workflows when dealing with compile errors, as fixing an assembly's compile errors might also fix compile errors in any assemblies that reference the assembly directly or indirectly.
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
LTS Release 2018.4.21f1
LTS Release 2018.4.21f1
Windows (X86-64)
Component Installers
macOS (X86-64)
Release Notes
Known Issues in 2018.4.21f1
Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)
Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.
2018.4.21f1 Release Notes
Fixes
Android: Fixed a crash when using GraphicsJobs with Vulkan on Adreno 5xx. (1167283)
Android: Fixed an issue where warning was being logged if app aborted during a UnityWebRequest. (1223723)
Android: Fixed an issue with overwriting gradle.properties file with a gradle template file in Plugins/Android. (1141877)
Audio: AudioSource.GetSpatializerFloat and AudioSource.SetSpatializerFloat can now be called successfully before an AudioSource is first played. (1226913)
Graphics: Fixed a crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (1115627)
Graphics: Fixed an exception while baking light, when the scene objects are being moved. (1128734)
Graphics: Fixed an issue with DX11 blit operations crashing when shader recompilation is triggered. (1221358)
IL2CPP: Corrected set the value of by reference parameters in the caller for some generic virtual method call cases. (1212919)
IL2CPP: Fixed an error while processing the Unity.Entities assembly due to incorrect handling of a generic virtual method on a generic type. (1176672)
IL2CPP: Generate less source code for managed debugging. (1205136)
iOS: Fixed an issue where the crash reporter was crashing when you breakpoint an iOS crash. (1168277)
iOS: Fixed a crash when trying to use metal on simulator (this is supported starting with unity 2020.1). (1227049)
iOS: Fixed an issue with copy across referenced images from the launch screen storyboard during build times. (1187103)
iOS: Screen.SafeArea should be reported correctly after the app is paused and it's orientation is changed. (1190735)
iOS: Screen.SafeArea should no longer reset to zeros after custom view is presented on iOS 13. (1190454)
Particles: Fixed an issue where particle lights being re-rendered over multiple frames. (1233190)
Prefabs: Fixed a null reference exception is thrown when applying modified Button UI component property to prefab. (1172835)
Profiler: Fixed an issue where Profiler Window not remembering the view type of CPU module across sessions. (1231941)
Profiler: Fixed Performance decrease in EditorOverhead using Deep Profile. (1051094)
Scripting: Fixed a possible crash caused by race condition during startup when the script debugger and profiler systems are enabled.
Video: Application.Quit hangs the application after VideoPlayer.prepare is called on a disabled GameObject. (1185216)
Video: Fixed an issue where disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method. (1206210)
Video: Fixed an issue where hang on quit after failing to load large number of Video Clips from URL at once. (1197716)
XR: Fixed an issue where unstable video and texture buffer resources when using Windows Mixed Reality. (1209909)
LTS Release 2019.3.9f1
LTS Release 2019.3.9f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.9f1
2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
Ads: Verified and default Ads package should be 3.3.x instead of 2.0.8 (1206332)
Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
Animation: Crash on mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override (1229421)
Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Camera: Crash on Umbra::TileTraverseTree::init when entering Play mode or selecting Camera GameObject (1228835)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [GPU PLM] GPU baking does not match CPU (1206157)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
MacOS: macOS Native Plugins not detected or misplaced in Builds (1216171)
Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)
Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: Native object references for some object types are always 0 in the memory profiler (1234714)
Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)
Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)
Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)
Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Windows: Crash on GfxDeviceD3D11Base::SkinOnGPU when importing or reimporting a broken prefab (1230188)
2019.3.9f1 Release Notes
Fixes
2D: Allow users to specify negative normal angles for ContactFilter2D. (1216208)
2D: Colliders should also respect Pivot property of Edge Sprites in Sprite Shape
2D: Ensure SpriteShape are not generated when not in view on Runtime.
2D: Fix crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode (1225253)
2D: Fixed broken documentation links in inspectors for com.unity.2d.animation package
2D: Fixed exception after reverting from creating new vertices and edges in Skinning MOdule
2D: Fixed PSDImporter broken documentation links in inspectors
2D: Fixed PSDImporter creates empty GameObject in certain cases
2D: Fixed Sprite asset used by SpriteSkin in Scene is being deleted
2D: Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component
2D: Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled
2D: Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector
2D: SpriteShapeController leaks memory when zero control points are used
Android: Cutout is calculated incorrectly when device is not in full screen mode. (1204141)
Android: Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP. (1155719)
Android: Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP. (1219635)
Android: Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled. (1223467)
Asset Import: Fixed AssetImportWorker taking autoconnect player connections. (1228966)
Editor: Classes that depend on libMonoPosixHelper.so will now work in playmode in the Linux editor. (1218247)
Editor: Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call. (1196394)
Editor: Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked. (1224614)
Editor: Fixed IME related APIs in Input class not working, even when using the new Input System package. (1178746)
Editor: Fixed inconsistent Slider behavior when label width is not specified. (1206232)
Editor: Fixed issue with the changing of the size of the input search field. (1230569)
Editor: Fixed missing borders (i.e. inspector window and player settings) (1228726)
Editor: Fixed the background color and border color of buttons in their various states for IMGUI and UIElements (1223122)
Editor: Restores previous behavior (1224868)
Editor: When setting Playmode be sure to not change state if already playing. (1221768)
GI: Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting. (1221209)
Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. (1185630)
Graphics: CopyTexture with element correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element. (1208825)
Graphics: Filter out SetWantsStructuredBufferBinding for no readable meshes (1226578)
Graphics: Fix a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer). (1221931)
Graphics: Fix slow compilation of vfx shaders in big project by not recreating all shaders in that case. (1224991)
Graphics: Fixed error messages produced, when using -force-vulkan command line option, when the editor is started. (1180262)
Physics: Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation. (1233040)
Physics: Fix an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries. (1227909)
Physics: Fix to ensure that previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation is restored. (1229319)
Plugins: Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException. (1221242)
Prefabs: Fix null reference exception is thrown when applying modified Button UI component property to prefab. (1172835)
Profiler: Fix PVRContextManager thread has no data and occupies important area in Profiler Timeline View. (1223636)
Profiler: Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build. (1214004)
Profiler: Fixed Performance decrease in EditorOverhead using Deep Profile (1051094)
Scripting: Check if scripting is shutting down to prevent an Internal_ApplicationWantsToQuit crash. (1145982)
Scripting: Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes. (1172691)
Scripting Upgrade: Fixes a performance issue in UnsafeUtility.IsValidNativeContainerElementType() and fixes a bug where UnsafeUtility.IsUnmanaged() could return an incorrect result.
Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously (1228264)
Shaders: Surface shader writes into o.Emission channel were ignored in some cases. (1217823)
UI Elements: Fix USS variable gets corrupted when psuedo state is changed (1218564)
Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds. (1162612)
Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)
Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method (1206210)
Video: Editor Freezes when trying to import 10-bit video. (1202777)
WebGL: Allow WebGL build run in background when canvas is not displayed. (1203503)
Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window. (1213859)
Windows: Native plugins are now put into correct CPU specific architecture folder. (1185926)
Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)
XR: Fixed usage flag for foveation map ImageViews during Vulkan multiview framebuffer creation.
XR: The builtin resources zip was not updated after the Font.shader code had been updated to properly handle VR. (1218550)
API Changes
2D: Added: Added API to access SpriteSkin deformed buffer
Scripting: Added: Included possibility to add public headers to XCode project.
Changes
2D: Remove unused Reset Bounds button from SpriteSkinEditor
Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported.
Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced.
Improvements
2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation
2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module
2D: Improved SpriteSkinEditor UI
Editor: Dragging material over the scene view might be slow: https://unity3d.atlassian.net/browse/EC-612
Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match (default FOV changed to 60 degrees). (1213739)
Editor: Scene view Frame Selected now properly takes custom FOV into account.
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
LTS Release 2019.3.8f1
LTS Release 2019.3.8f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.8f1
2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
Ads: Verified and default Ads package should be 3.3.x instead of 2.0.8 (1206332)
Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
Animation: Crash on mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override (1229421)
Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Camera: Crash on Umbra::TileTraverseTree::init when entering Play mode or selecting Camera GameObject (1228835)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [GPU PLM] GPU baking does not match CPU (1206157)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
Graphics - General: SkinnedMeshRenderer not being rendered in Build (1229548)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
Linux: [Android] ETC1 and ETC2 compression fails when importing textures (1222219)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)
Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)
Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)
Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)
Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Windows: Crash on GfxDeviceD3D11Base::SkinOnGPU when importing or reimporting a broken prefab (1230188)
2019.3.8f1 Release Notes
Fixes
2D: Handle user exceptions properly from Tilemap.tilemapTileChanged callback (1215834)
Android: Fix crash when using GraphicsJobs with Vulkan on Adreno 5xx (1167283)
Android: Fix issue causing minimum and target API levels UI to get stuck at "Getting API levels..." (1214796)
Android: Fix screen rotation when new input system is enabled and old one is disabled. Under the hood OrientationEventListener is used to determine which screen orientation to use for the application. (1224389)
Android: Fixed the issue that 'Symlink Sources' doesn't work on Android with gradle. (1223012)
Asset Pipeline: Fixing sorting problem that was causing indeterminism in Content Update Pipeline. (1197035)
Asset Pipeline: Importer that is not allowed to cache results on cache server now can also not cache locally
Build Pipeline: Fix bug preventing mesh compression on iphone when building with the scriptable build pipeline (1222846)
Build Pipeline: Fixes an issue where upon BuildPipeline functions cause a re-execution of the last Async task when called in an Async function (1213602)
Editor: Fixed an issue where leaving a game object in a scene with a DontSaveInEditor hideFlags would result in an error on cleanup. (1136883)
Editor: Fixed an issue where running a test fixture would also run other fixtures with the same full name (namespace plus classname) in other assemblies. (1197385)
Editor: Fixed an issue where the grid color does not change upon updating the grid color from preferences window. (1216918)
Editor: Fixed performance regression with custom inspector property fields (1224555)
Editor: Fixed Test execution timed out. No activity received from the player in 600 seconds error when player is not supposed to start. (1225147)
Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays. (1211383)
Editor: Fixes custom property drawer layouting and height computation (1169149)
Editor: Now ITestPlayerBuildModifier.ModifyOptions is called as expected when running tests on a device. (1213845)
Editor: Orphaned Unity processes will now be cleaned up (1205394)
Editor: Running a playmode tests with "Maximize on Play" will now correctly show the result of the tests in the test runner window. (1014908)
Editor: Running tests with the same full name, with a domain reload in-between, will no longer fail to initialize the fixture of the second class. (1205240)
Graphics: Fix crash when cleaning up intermediate renderers. (1176131)
Graphics: Fix issue where game UI would not be visible in preview camera. (1215590)
Graphics: Fix material.mainTextureOffset by adding [MainTexture] shader property attribute. (1210509)
Graphics: Fix sporadic crash when using GraphicsJobs with Vulkan (1215661)
Graphics: Fixed issue with DX11 blit operations crashing when shader recompilation is triggered (1221358)
Graphics: Shaders matrix properties and colors are incorrect with SG + Hybrid v1 (1227416)
Graphics: This function goal is to access the texture target. Avoid rebinding the texture and polute state if the texture target is unknown. (1199990)
IL2CPP: Fixes issue where the editor installer did not ensure we had a minimum of .Net 4.7.2 installed which we now require (1205210)
IMGUI: PR fixes the size of the rect used to render Warning icon in the Import package window (1201891)
Licenses: Backport fix for the issue when Editor cannot talk to the Licensing Client, if the username has Unicode/UTF-8 characters into Unity 2019.3. (1220634)
Particles: Fixed crash when using disable stop action, with pause-and-catchup cull mode, and system is culled when it ends. (1221265)
Particles: Fixed FPS mode when using sprites. (1222513)
Physics: Ensure that a child Kinematic Rigidbody2D driven by a parent Rigidbody2D stays in-sync with the parent pose. (1213343)
Physics: Ensure we don't report OnCollision/OnTrigger Exit for 2D colliders when they are disabled/inactive when the "Physics2D.callbacksOnDisable" is off. (1212896)
Physics: Fix a crash in "PhysicsContacts2D::PreSolve" during 2D collision when hundreds of contacts are involved. This also lifts the limit of Collider2D/Collider2D contact count from 64 to an unlimited amount. (1219286)
Physics: Fix rare console warning of "RigidBody2D has an invalid movement state index during removal". (1216772)
Player: Fixed "Default Is Native Resolution" setting change being ignored in the Standalone player after changing default fullscreen mode to fullscreen from windowed when not changing any other setting. (1216508)
Prefabs: Fixed issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)
Scripting: Renaming a type used by SerializeReference and renaming back to its original name will preserve the instance data. (1222851)
Serialization: Ensure to fix errors about read size mismatching write size when entering Play mode in case there is an empty collection of a type containing a Serialized Reference object (1215642)
Serialization: Fix for field marked as [SerializeReference] and having a static types of System.Object that were not being serialized. (1191992)
Shaders: Fix Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)
Shaders: Fixed shaders not always compiling properly on include changes (1215034)
Shaders: Fixing missing local keywords, if shaders in asset bundle do not contains serialized shader snippets. (1209147)
Shaders: Fixing missing shader keyword error. (1168898)
Timeline: Updated default Timeline package version to 1.2.14.
Version Control: Fixed Checkout inspector button not shown in some cases (1185127) (1183689)
Video: Unity hangs on quit after failing to load large number of Video Clips from URL at once (1197716)
WebGL: The main loop is never scheduled when build starts in background (1223062)
Windows: CorsorLockMode.Confined now locks to window client area instead of the whole window rect on Windows Standalone player. (978868)
Windows: Fixed Windows Standalone player executable name not matching Product Name player setting when using keyboard shortcut to Build & Run. (1208041)
XR: Fixed a case where the camera does not respect near/far clipping plane settings (1212234)
API Changes
2D: Added: Add GridPaintingState.brushes to allow users to get a collection of all available Grid Brushes
2D: Added: Add GridPaintingState.paletteChanged to allow users to add callbacks when the active palette has changed
2D: Added: Add GridPaintingState.palettes to allow users to get a collection of all available Palettes
Changes
2D: Make Tilemap.tilemapTileChanged and Tilemap.SyncTile public
Graphics: Changed default scripting backend of the Universal RP template to il2cpp
Improvements
Android: Update Android Logcat package version to 1.1.1
Graphics: Updated embedded graphics packages to version 7.3.0.
iOS: Backbuffer depth is discarded at frame end. In case of MSAA backbuffer color is simply resolved (instead of store+resolve)
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
LTS Release 2017.4.39f1
LTS Release 2017.4.39f1
Windows (X86-64)
Component Installers
macOS (X86-64)
Release Notes
Known Issues in 2017.4.39f1
Asset Bundles: Loading.LockPersistentManager object lock impacts performance during AssetBundle.LoadAssetAsync operation (827299)
iOS: Apps with UIApplicationExitsOnSuspend in info.plist failing to pass Apple Store validation (1160614)
uGUI: RectTransofrm resets it's coordinates to zero when selecting "Apply" on prefab even if no changes were made (964111)
2017.4.39f1 Release Notes
Fixes
Android: Fixed on-screen keyboard being closed when focusing different InputField. (1180393)
Asset Import: Fixed issue where setting EditorCurveBinding.type to a custom component binds to "MonoBehavior" instead of the derived class. (1201584)
iOS: Fixed an iOS 8 player startup crash in CreateSystemRenderingSurfaceMTL.
LTS Release 2019.3.7f1
LTS Release 2019.3.7f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.7f1
Ads: Verified and default Ads package for 2019.3 should be 3.3.x instead of 2.0.8 (1206332)
Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
Animation: Crash on mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override (1229421)
Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Asset Import Pipeline: Same Asset generates different Dependency Hash on different machines (1190390)
Asset Import Pipeline: [Asset Database V2] GameObjects and Prefabs lose references to Assets when Assets are moved to a different folder (1226928)
Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Camera: Crash on Umbra::TileTraverseTree::init when entering Play mode or selecting Camera GameObject (1228835)
Global Illumination: Crash in PVRTransmissionTextureData::PVRTransmissionTextureData when exiting Play Mode after loading another Scene (1221209)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [GPU PLM] GPU baking does not match CPU (1206157)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
Graphics - General: SkinnedMeshRenderer not being rendered in Build (1229548)
Graphics - General: Unloading an AssetBundle that contains a material causes a call to FindObjectsOfType (935529)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
IAP: Unity purchasing fails to load due to failing to find UnityEngine.UI assembly (1193773)
Linux: [Android] ETC1 and ETC2 compression fails when importing textures (1222219)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)
Mobile: [Android] [Gles3] [URP] Darker UI when using Gles3, Linear and URP (1219635)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: PVRContextManager Thread has no data and occupies important area in Profiler Timeline View (1223636)
Profiling: Performance decrease in EditorOverhead using Deep Profile (1051094)
Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)
Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)
Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Shaders: Change in included hlsl file does not always trigger recompilation (1215034)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Shuriken: Off Camera ParticleSystem crashes Editor when particles are disabled with Culling set to Pause (1221265)
Terrain: [Performance Regression] GameObject.ActivateAwakeRecursively noticeably slower when rendering trees on terrain (1225501)
Universal RP: [URP] "Render Object" asset does not create in project window when added in "Render Features" field in the Inspector (1214779)
Windows: Crash on GfxDeviceD3D11Base::SkinOnGPU when importing or reimporting a broken prefab (1230188)
2019.3.7f1 Release Notes
Fixes
2D: Fixed OnDrawGizmos to Get/Release RenderTexture through CommandBuffer.
AI: Resolve an issue with SamplePathPosition failing due to raycasting very close to the domain boundary. (701922)
Android: Allow to overwrite gradle.properties file, as well as main and launcher manifests, base, launcher and main gradle templates. Default templates can be added to project by enabling checkboxes in Player Settings > Publishing Settings. (1141877)
Android: Fixed memoryless MSAA RenderTextures when using Vulkan. (1190449)
Android: On Android, fixed 2 Vulkan video format bugs. These bugs were seen on the Google Pixel 3 and Motorola Moto G7 phones, but may affect other Android devices as well. (1193545, 1194922)
Animation: Fixed PropertyStream handles not properly picked up in AnimationStream when outside of avatar definition. (1181529)
Animation: [Backport] Crash on PreOrderPlayableTraverser::Traverse when entering Play mode in a scene where every GameObject calls OnValidation (1220788)
Asset Import: Change an error to a warning in a situation where on re-importing the metafile contained information of removed items. (1182942)
Asset Pipeline: Fixes editor crash after deleting a prefab using AssetDatabase.DeleteAsset in the OnPostprocessAllAssets (1204994)
Build Pipeline: Added the missing build time information in the Editor.log after a build is completed. (1205788)
Editor: Fix merging with WinMerge (1112495)
Editor: Fixed Editor crash in Frame Debugger when Compute Shader is using uninitialized RenderTexture. (1221374)
Editor: Fixed Frame Debugger to show Compute Shader dispatch information properly.
Editor: Fixed the bold system fonts (verdana) used by prefab. (1215960)
Editor: Fixes an issue where clicking an active tool in the Tile Palette window would return focus to the previously active Tilemap tool, not the global tool. (1174060)
GI: Fixed a crash when clicking on Baked Lightmaps tab in the Lighting Setting window. (1212238)
Graphics: Change Stream source create API to accept audio channels (1217852)
Graphics: Corrected normals for Transform-aligned trails. (1203456)
Graphics: Fix Crash when calling GgpGraphics.GgpStreamSourceCreate (1223559)
Graphics: Fixed an issue with incorrect color values in lights after changing between gamma and linear when using URP (1136106)
Graphics: Fixed issue loading shaders from a 2017.4 authored asset bundle into more recent Unity versions. (1195317)
Graphics: Fixed skinned meshes crash when position data is of non-Float32 type. (1207844)
Graphics: Sorting issue with multiple viewport (1225129)
IL2CPP: Correct the stubbed GetEnumerator method on the System.Data.Linq.Table class (1210714)
IL2CPP: Discover generic virtual methods on shared generic types properly. (1212189)
IL2CPP: Prevent a race condition from causing a crash on shutdown when the script debugger is enabled. (1186518)
Particles: Fix memory leak when using shadow casting lights in the Particle System Lights module. (1217809)
Particles: Fixed situations where paused systems were having their Stop Actions executed. Paused systems should never have their Stop Actions executed. (1213288)
Particles: Magnitude property was mapping to the wrong script binding. (1207764)
Particles: Only allow Texture2D textures in the Shape Module. (1213985)
Particles: Throw an exception if the offset to Set/GetParticles is invalid. (1209323)
Physics: Fix the MeshCollider fast midphase not being enabled when upgrading from pre-2019.3, also a better check for a default set of flags that won't get confused when you pick the "Everything" option. (1215857)
Playables: Fixed issue where Unity would crash when calling RebuildGraph() on a PlayableDirector and destroying it in PlayableBehaviour::OnPlayableDestroy. (1224184)
Profiler: Added message indicating that Profiler Modules need to be activated to profile (1197721)
Scripting: EditorSettings.lineEndingsForNewScripts property now defaults to OSNative, in the 3D Template (1146804)
Scripting: Fix intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)
Scripting: Fixed locking in mono_get_seq_points (). This fixes a known hang while using the debugger and will eliminate an inconsistent crash in g_hash_table_lookup. (1190942)
Scripting: [Debugger] Fix crash when there is a generic struct with a field that is an enumerator. (1210416)
Serialization: Fix undo/prefab diff behavior with [SerializeReference] fields (1198546)
UI Elements: Fixed invalid clipping of scaled elements when using content-box clipping mode. (1222517)
UI Elements: Fixed logging of IMGUI exceptions that only displayed a partial callstack (1219746)
UI Elements: The UIElements runtime showed lighter colors in the game view, in linear color space, when compared to the UI Builder. (1182374)
XR: Fixed unstable video and texture buffer resources when using Windows Mixed Reality. (1209909)
Improvements
2D: Improved Memory Allocations.
Android: Better performance with AA render targets in some cases on ARM Mali GPUs.
Mobile: Update Adaptive Performance Samsung Android package to verified version 1.1.1.
Scripting: Added locking around tls->frames usage/freeing in the mono debugger. This eliminates some crashes involving memory corruption while using the managed debugger as well as a known hang.
XR: XRInputSubsystem now stops when app is paused, and starts when the app resumes.
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
LTS Release 2018.4.20f1
LTS Release 2018.4.20f1
Windows (X86-64)
Component Installers
macOS (X86-64)
Release Notes
Known Issues in 2018.4.20f1
Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)
MacOS: [Lighting]Errors in console on changing editor visualization mode to realtime GI if there is a particle system in scene. (1106901)
Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Performance decrease in EditorOverhead using Deep Profile (1051094)
macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.
2018.4.20f1 Release Notes
Fixes
AI: Fixed a path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (977653)
Android: Fixed a crash during shutdown when starting a Java thread with a C# thread. (1224810)
Android: Fixed activity pause timeout warnings. (1223705)
Asset Import: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API. (1173031)
Asset Pipeline: Fixed an issue where AssetBundle Recompression not verifying the CRC of bundle contents when requested. (1195075)
Asset Pipeline: Optimised copying an asset, so that a refresh of the asset database is not triggered. (1179856)
Editor: Fixed a crash when calling MonoImporter.GetExecutionOrder(null). (1181615)
Graphics: Avoid rebinding the texture and polute state if the texture target is unknown. (1199990)
Graphics: Fixed a crash in SkinnedMeshRenderer: make sure the cached mesh is valid before using it. (1183992)
Graphics: Fixed an issue loading shaders from a 2017.4 authored asset bundle into more recent Unity versions. (1195317)
Graphics: Fixed an issue that can cause increased draw call count when using static batching. (1098752)
iOS: Fixed an issue with profiler support for iPhone XR/XS/XS Max and above. (1133479)
iOS: Fixed Unity Remote errors when using iPhone XR/XS/XS Max and above. (1184243)
macOS: IME works in both editor and player is the proper location. (1178930)
Prefabs: Fixed an issue where editor entering infinite loop on certain bad prefabs. The bad prefabs are now patched during load. (1196082)
Prefabs: Fixed an issue with applying prefab override from a scene where the MonoBehaviour lives in a namespace and has FormerlySerializeAs on the fields. (1114464)
Profiler: Added message indicating that Profiler Modules need to be activated to profile. (1197721)
Scripting: Fixed an issue that raised on iOS where the player would crash when shutting down. (1145982)
UI: Fixed an issue with IME properly. (1178930)
Version Control: Fixed an issues with Unity auto refresh and version control. (1191378)
XR: Fixed a crash when you connect to a Hololens 2 using the HolographicRemoting scripting api and then enable Windows Mixed Reality.
API Changes
- 2D: Added: Added SortingGroup.UpdateAllSortingGroups to allow users to immediately update SortingGroups instead of waiting for LateUpdate. (1202432)
Improvements
- Asset Import: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API. (1173031)
LTS Release 2017.4.38f1
LTS Release 2017.4.38f1
Windows (X86-64)
Component Installers
macOS (X86-64)
Release Notes
Known Issues in 2017.4.38f1
Asset Bundles: Loading.LockPersistentManager object lock impacts performance during AssetBundle.LoadAssetAsync operation (827299)
iOS: Apps with UIApplicationExitsOnSuspend in info.plist failing to pass Apple Store validation (1160614)
uGUI: RectTransofrm resets it's coordinates to zero when selecting "Apply" on prefab even if no changes were made (964111)
2017.4.38f1 Release Notes
Fixes
Android: Fixed an issue where a settings.gradle file in the Unity project folder could cause build errors. (1164013)
Android: Fixed poor physics performance on ARM64 on certain devices with power mode disabled. (1186295)
Android: Fixed problem with platformBuildVersionCode and platformBuildVersionName in manifest (1118325)
Audio: Fixed TempJob allocation warnings when using Timeline with AudioSource. (1141919)
Graphics: Fixed issue where "GetGfxDevice() should only be called from main thread" errors are thrown and crashes in Play Mode later on. (1181825)
iOS: Fixed an issue where a custom storyboard might not be found at runtime (1225171)
iOS: Launch Screen storyboards are validated to ensure that they have the correct settings to be used as a launch screen. (1212014)
iOS: No longer include code using AdSupport unless user explicitly uses api that needs it. (1219457)
Player: Fixed a crash caused by unloading a GameObject whose transform has a persistent parent. (1169647)
XR: Fixed crash due to missing WorldAnchor store managed class in non-UWP players. (1212118)
XR: Recentered the Headset when Oculus' Reset View is called from the OS. (1159322)
LTS Release 2019.3.6f1
LTS Release 2019.3.6f1
Windows (X86-64)
macOS (X86-64)
Release Notes
Known Issues in 2019.3.6f1
Ads: Verified and default Ads package for 2019.3 should be 3.3.x instead of 2.0.8 (1206332)
Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)
Animation: Crash on PreOrderPlayableTraverser::Traverse when entering Play mode in a scene where every GameObject calls OnValidate method (1220788)
Asset Import Pipeline: Crash on mdb_cursor_put when a project in a Google Drive File Stream is upgraded using Asset Import Pipeline V2 (1220517)
Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Asset Import Pipeline: [Asset Database V2] GameObjects and Prefabs lose references to Assets when Assets are moved to a different folder (1226928)
Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Global Illumination: Crash in PVRTransmissionTextureData::PVRTransmissionTextureData when exiting Play Mode after loading another Scene (1221209)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [GPU PLM] GPU baking does not match CPU (1206157)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: Editor crashes on ComputeShader::GatherProperties when enabling Frame Debugger (1221374)
Graphics - General: Memory is not deallocated immediately after Texture2D object was deleted (1217907)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
IAP: Unity purchasing fails to load due to failing to find UnityEngine.UI assembly (1193773)
Linux: [Android] ETC1 and ETC2 compression fails when importing textures (1222219)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)
Mobile: [Android] [Gles3] [URP] Darker UI when using Gles3, Linear and URP (1219635)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)
Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: PVRContextManager Thread has no data and occupies important area in Profiler Timeline View (1223636)
Profiling: Performance decrease in EditorOverhead using Deep Profile (1051094)
Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)
Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)
Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Shaders: Change in included hlsl file does not always trigger recompilation (1215034)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Shuriken: Off Camera ParticleSystem crashes Editor when particles are disabled with Culling set to Pause (1221265)
Shuriken: Particle System that has a Stop Action gets cleared after being paused for a while (1213288)
Terrain: [Performance Regression] GameObject.ActivateAwakeRecursively noticeably slower when rendering trees on terrain (1225501)
Timeline: Crash on ScriptingGetComponentsOfTypeFromGameObjectFastPath when overriding prefab with Playable Director (1224184)
Universal RP: [URP] "Render Object" asset does not create in project window when added in "Render Features" field in the Inspector (1214779)
Visual Effects: [UIR] Lots of small visual regressions within the VFX Graph UI. (1222517)
2019.3.6f1 Release Notes
Fixes
AI: Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (977653)
Android: On screen keyboard is closed when focusing different InputField (1180393)
Animation: Fix for Go to Previous keyframe button/shortcut does not work in the Animation Window. (1220385)
Asset Import: BumpMap check window does not flag textures as possible NormalMap when they are not used in the Material. (1213579)
Asset Pipeline: Fixes AssetBundle Recompression not verifying the CRC of bundle contents when requested (1195075)
Audio: Fix applying lowpass filter custom cutoff curve from scripts (1202437)
Audio: Fix hang after failing to load audio assets from asset bundles. (1184883)
Audio: Fix SpatialBlend application when AudioSource and Rigidbody are attached to the same game object. (1206115)
Audio: Fixed an issue where audio sources failed to play when there are more than 250 sources playing or previously playing sources in the scene.
Audio: Fixed an issue where the audio clip UI prevented the compression quality slider to be set to to certain values. (1186565)
Audio: Fixed errors during project import when the project contains around 10000 audio assets. (1194658)
Audio: Fixed incorrect mix levels in audio mixer with adjacent effects that both use wet-mixing. (1185470)
DX12: Fix memory leaks caused by RayTracingAccelerationStructures when Mesh objects that were used to build the acceleration structure are deleted. (1214846)
Editor: Fix the search location of the CA store for CentOS (1188530)
Editor: Fixed crash when setting invalid Game resolution in the Editor (1221822)
Editor: Fixed Humanoid Configuration editor not drawing bone scene handles when Gizmos are disabled. (1194850)
Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP. (1224897)
Editor: Fixed the issue foldout icon under the Mesh renderer preset editor (1206125)
Editor: Fixing console search when closing and reopening the console window. (1180379)
Editor: Fixing console search when going in a maximized playmode (1197494)
Graphics: Add back immediate present mode to Stadia (1223800)
Graphics: Fix crash on VFXTextureGenerator::ComputeSignalCurve (1220947)
Graphics: Fix issue where motion vector texture would contain incorrect values for object that stopped moving. (1178468)
Graphics: Fix issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices. (1218598)
Graphics: Fixed AsyncGPUReadback on Vulkan (1197375)
Graphics: Fixed global texture properties to handle multisampling textures properly. (1154519)
Graphics: Fixed Metal editor text corruption issue that happened on some hardware but not all (1156105)
Graphics: Fixes incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project (1195264)
Graphics: Fixes two issues related to counterbuffers in Vulkan
If one only uses the counter the buffer is now correctly bound
Updating the data on the buffer does not invalidate the counter (1215932)
Graphics: Metal: Disable Graphics Jobs support for Nvidia GPUs (1215105)
IL2CPP: Correct the behavior of the InitMessage icall. (1208473)
IL2CPP: Use the proper timeout unit for calls to Socket.Select. (1206057)
iOS: Fixes an issue that stopped emojis appearing on textfields with no limit (1214754)
macOS: IME works in both editor and player in the proper location
Package Manager: Fixed an issue where the package version would not get updated when the version was changed in the
package.jsonfile. (1191723)Particles: - Fixed Mesh that contains blend shapes sometimes not being marked as read/write enabled when it is used by a ParticleSystems ShapeModule.
- Fixed crash when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build. A warning will now be thrown to report that the Mesh must be read/write enabled. (1215645)
Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. (1213457)
Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using manual simulation with time-step that isn't Time.fixedDeltaTime. (1213003)
Playables: Fixed out of order evaluation of Control Tracks in Timeline when using multiple nested timelines. (1220657)
Profiler: Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players.
Profiler: Increased maximum memory that can be used by profiler to 128MB. (1210322)Scripting: Fixed editor freeze/crash when interacting with Native Audio Plugin SDK's Audio Mixers (1217898)
Shaders: Fixed Editor crash when calling ShaderUtil.ClearCachedData() while still async compiling shader variants. (1184636)
Timeline: Fix issues related to recursive control tracks. (1178423)
Timeline: Fixed adjacent recording clips highlighting the wrong clip. (1210312)
Timeline: Fixed avatar mask reassignment not causing immediate re-evaluation. (1219326)
Timeline: Fixed issue where changes to a Signal Receiver component in a prefab were reverted. (1210883)
Timeline: Fixed issue where using the HideInMenu attribute in combination with a class inheriting from Marker would not hide the marker from the Timeline context menus. (1221054)
Timeline: Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip. (1216702)
Timeline: Fixed SignalReceiver.ChangeSignalAtIndex incorrectly throwing exception when multiple entries are set to null. (1210877)
Timeline: Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips. (1213189)
UI: IME properly works and is in the correct location (1178930)
UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)
UnityLinker: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. (1189110)
Video: [Mac] Video-heavy project does not get successfully imported when launching the project in batchmode (1172957)
Windows: Fix race condition in plugin loading code when P/Invoking into libraries from multiple threads at once. (1192915)
Windows: Fix VSync breaking when changing it from OnApplicationFocus handler. (1132488)
Windows: Fixes incorrect parsing of Application name from command-line arguments (1215557)
Windows: GPU Performance Markers are no longer absent in the Nvidia NSight range profiler view when launching the Unity editor, using DX12, from Nsight. (1203035)
XR: Fix crash when you connect to a Hololens 2 using the HolographicRemoting scripting api and then enable Windows Mixed Reality.
API Changes
Particles: Added: Added NativeArray overloads to SetParticles and GetParticles
XR: Added: Exposed XRSDK znear, zfar, srgb to script.
Changes
- XR: Temporarily disabling runtime MSAA level changes if running with Vulkan and XR Management.
Improvements
- 2D: Update 2D Template to include 2D verified packages
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
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