Unity 2019.3.0 Alpha 2

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.

Known Issues in 2019.3.0a2

  • 2D: RenderNodeQueue::Reset crash when Editing Hexagonal tilemaps with 'Top Left/Right' Sort Order and 'Individual' Mode (1142429)

  • Analytics: Unity crashed while idling in the Editor (1108314)

  • Animation: Clamp Blendshapes is enabled by default when creating new projects (1146794)

  • Animation: Drag Area for the Animation Preview Window is Reduced/Obstructed (1153202)

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

  • Asset Importers: Editor crashes after importing big .skp file (1152480)

  • Asset Importers: GenerateSharedVerticesIndexList crashes when importing a .fbx file (1152354)

  • Asset Importers: Prefabs lose references to unnamed meshes after upgrading the project to 2019.1.0a10 and above (1147902)

  • Assets Management: AssetDatabase V2 gets stuck while importing (1149059)

  • Assets Management: Crash on "CollectAndProduceGameObject' when opening Project or entering Play mode (1147211)

  • Assets Management: First time entering playmode extremely slow when project contains many ScriptableObject assets (1147549)

  • CodeEditors: Debugging Unity C# code containing Async/Await breaks debugger & causes Editor to hard crash (1153078)

  • CodeEditors: Exiting the Update method with debugger after async/await Task.Run(method) is called will cause Unity to crash (1153172)

  • Editor - Other: Batchmode build hangs in PackageManager::RunRequestSynchronously (1137073)

  • Editor - Other: Crash on TextRenderingPrivate::GetFormatString when using specific string (1150645)

  • Graphics - General: [2019.1][Vulkan][DirectX 11] Using Models with Blend Shapes causes the Skinning to happen on the CPU instead of the GPU (1134323)

  • Graphics - General: [SRP Batcher] Crash when using shader with Error and enabling SRP batcher + Async loading new scenes (1132280)

  • Graphics: [ShaderGraph] Frequently Crashes when API is set to Vulkan (1143811)
    Fixed in 2019.3.0a3.

  • IAP: Editor crashes when updating/installing/importing IAP plugin (1138783)

  • LW RP: Building project gets stuck on "Compiling shader variants" dialog when Lightweight Render Pipeline/Lit shader is compiling (1090892)

  • Linux: keystrokes recorded twice (987230)

  • Mobile: The View is upside-down, and the Rotation on the Vertical Axis is inverted when building an App with the Google VR package (1151005)

  • Mono: Memory leak when using TextAsset.bytes property (1145492)

  • Package: UWP building process fails when the project has an Immediate Window package installed (1150019)

  • Scene Management: Editor crashes while importing a specific prefab (1153091)

  • Scene Management: Editor crashes with Transform::GetPosition when duplicating Prefabs with Configurable Joints (1137347)

  • Scene/Game View: Editor crashes on GizmoManager::BuildGizmosFromGameObjectRecursive when saving the Scene (1152047)

  • Scene/Game View: Panels displayed in scene view block user input across the width of the viewport (1147144)

  • Scripting Upgrade: AssemblyUpdater silently fails if its path contains spaces (1154131)

  • Scripting: Unable to open more than one script from unity editor on double clicking (1152805)

  • Shaders: Editor crashes in Shader::IsSupported() when trying to change Material's Shader HDRP/Lit to any other shader via a dropdown menu (1150686)

  • Shaders: [Shader] Editor is fully pink if launched on OpenGL 4.2 (1146762)

  • Terrain: Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469)

  • UI Elements: Text is overflowing out of scrollview on scrolling down (1153347)

  • UI: Re-enabling game object with "Toggle group" loses information about previously checked toggle (1146883)

  • VR: [Oculus GO] PostProcessing effects are not applied to built applications (1103954)

  • VR: [VCS] XRSettings file shows checkout pop up which is inconsistent with other settings files (1144407)

  • Video: Setting time property in Unity Video Player produces Audio desync (1131117)

  • Windows: Documentation summary in Visual Studio is not being shown (1148065)

  • XR: Cardboard projects will default to 30fps unless targetFrameRate is set to 60. (1143799)

Preview of Final 2019.3.0a2 Release Notes

System Requirements Changes

Nothing changed.


  • Android: Unity as a Library enables to integrate unity in other native Android applications

  • Editor: Domain reload and / or scene reload could be disabled when entering play mode to allow faster iteration times in the editor.

  • iOS: Unity as a Library enables to integrate unity in other native iOS applications

  • Package Manager: Enable UI support for git package installation in the package manager window

  • Timeline: Added auto scroll option in Timeline Editor.

  • UI Elements: New floating tool windows available for GraphView-based products (note that each individual product is responsible for enabling them)

Backwards Compatibility Breaking Changes

  • Editor: In the Scene View camera settings window, removed the slider to set easing duration.

  • Graphics: Adding explicit depth resolve to RenderPass Metal

  • Scripting: Incremental GC is now no longer marked as "Experimental"

  • Video: Legacy MovieTexture (Theora-based video playback system) has been removed. Use VideoPlayer instead.


  • Android: Enabled Vulkan support for Optimized frame pacing on Android.

  • Android: Make use of cpu_capacity for big.LITTLE core detection on devices where it's supported by the Linux kernel

  • Editor: Added a toggle to the scene camera settings to disable infinite acceleration when navigating with flying mode.

  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a console warning that notify users of performance being lower when Coverage is enabled. Displaying [CODE COVERAGE] to the Window Title when Coverage is enabled.

  • Editor: Added SceneVis ShowAll shortcut

  • Editor: Added support for generics to UnityEditor.TypeCache API

  • GI: Don't show the ReceiveGI.LightProbes objects in the "Lightmap indices" visualisation view.

  • GI: Increased editor responsiveness during baking with GPU lightmapper with AMD GPUs.

  • GI: Performance improvement: Only denoise AO buffer if AO is enabled.

  • GI: Reduce overhead in compositing when baking lightmaps with GPU lightmapper.

  • Graphics: Improved error logging in case ETC texture compression fails in the Editor

  • Graphics: Improved sRGB fallback to unorm format warning to explain how to silent it. (1127043)

  • Kernel: Introducing new serialization attribute: SerializeReference

  • Package Manager: Reduce Editor LastLayout file size

  • Particles: Expose the "particle" property in the EmitParams, so users can easily override every proeprty of emitted particles.

  • Profiler: Added thread dropdown to Hierachy View of Profiler Window

  • UI Elements: On SM3.5+, both point and bilinear textures will be elligible to enter the automatic atlas (if the other criterias such as size are fulfilled as well). Below SM3.5, only bilinear sampling is required and using point sampling will break batches.

API Changes

  • Audio: New AudioSettings.Mobile.interface to detect mute state on Android/iOS and to stop/start AudioOutput thread to reduce energy comsumpion

  • Graphics: Added index support to Color32 struct.

  • Graphics: Removed TextureCompressionQuality enum defined in UnityEngine namespace but never used by any API (1108722)

  • Terrain: Added support for custom gather and scatter operations to Terrain API.

  • Time: (BACKPORTED TO 2019.2) Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate

  • Video: Removed MovieTexture class and API.


  • 2D: "NullReferenceException" on entering in play mode when a sprite is packed in the "Sprite Atlas" (1144386)

  • 2D: Clean up and update Sorting Group status for Renderers when their GameObjects are activated and deactivated (1141682)

  • 2D: Fix sorting issue when Particle System which has a sorting fudge under a Sorting Group is not sorting correctly. Renderers such as this should be sorted according to Sorting Group order.

  • 2D: Sprite Atlases are packed by entering Play Mode when Sprite Packer Mode is set to "Enabled for builds" (1136349)

  • 2D: Update SortingLayerField and SpriteRendererEditor to handle PrefabOverrides properly (1109376)

  • Android: Fix procedural skybox black ground on Mali-400 GPU. (1127106)

  • Android: Fix [Android] Built project shows black screen when using ARGB32 RenderTexture with HDR (1063891)

  • Android: Fix [GLES2] Artifacts on Meizu MX5 when using Realtime reflection probe (1106542)

  • Android: Fixed Keystore path to work with specific chars space, comma, etc... (1141839)

  • Animation: Fixed unstable test AnimationEventCanAlterTime (1146292)

  • Asset Import: Fix plugins marked as compatible with any platform not being copied to Lumin build archives.1117516 (1117516)

  • Asset Import: Fixed a crash when importing a corrupted mesh asset (1144169)

  • Asset Import: Fixed Alpha is Transparency field in image importer not resetting to false when switchng to default type (1117308)

  • Asset Import: Improved compression quality of certain DXT1/BC1 and DXT5/BC3 format compressed textures (1132906)

  • Asset Pipeline: Fix crash/data corruption when loading multiple asset bundles concurrently (1140019)

  • Build Pipeline: Assets in Editor/Resources folders are sometimes included in builds (1138237)

  • Editor: Allow camera speed to modified with the scroll wheel when right mouse button is pressed.

  • Editor: Error when switching scenes while the Editor section of Project Settings is open (1143702)

  • Editor: Exception when expanding the Mesh Renderer's Shader section in the Tree Inspector (1145010)

  • Editor: Fix fail to load editor window leaves an unclosable unmovable window (1146403)

  • Editor: Fix issue of drag & drop flickering (907336)

  • Editor: Fix logging when files/folders in the Unity project are excluded from the Perforce client workspace. (1143683)

  • Editor: Fix Perforce disconnecting when renaming an asset with AssetDatabase V2 enabled (1140262)

  • Editor: Fix Prefab Editor overwriting files which are exclusively checked out in Version Control. (1027165)

  • Editor: Fix the preview pane in the object selector.

  • Editor: Fixed an issue where the drop down menu freezes when opening a menu-drop down that contains large strings with unicode characters. (1119511)

  • Editor: Fixed to calculate GlobalMatrix correctly when parenting to a scaled and rotated object. (1089827)

  • Editor: Force Nvidia drivers to turn off vsync on Linux (1109048)

  • Editor: Improved error message when Unity tries to load an arbitrary file as though it's a Unity created serialized file.

  • Editor: Improving performance using big nested prefabs (1137064)

  • Editor: makes the root node of a model importer preset be visible and editable (1144441)

  • Editor: SceneVis hide shortcut is now 'H', Isolation shortcut is now Shift+'H'

  • Editor: Update Windows Editor splash image

  • Editor: YAMLMerge tool occasionally exiting without any warning when passing empty files (1141221)

  • GI: Don't create Enlighten worker threads in headless mode (1131677)

  • GI: Fixed memory report for light probes in the GPU lightmapper.

  • GI: GPU lightmapper: Make render jobs resilient to not yet prepared materials. This fix a crash when GPU lightmapper fallback to CPU. (1133816)

  • GI: Made error message more helpful when the GI albedo/emissive buffer update fails.

  • GI: Make custom bakes converge on GPU lightmapper, note that the feature is still not implemented.

  • GI: Progressive lightmappers will now skip baking lightmaps and shadow mask if there are no affecting light sources (lights, emissive or environment). (1033410)

  • Graphics: Add UnityEngine.Experimental.Rendering.RenderingThreadingMode API that returns actual rendering threading mode

  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.

  • Graphics: Ensure deterministic results for ASTC compressed textures with block sizes 10x10 and 12x12

  • Graphics: Fix hang during shutdown which could happen when running C# Jobs within a ScriptableRenderPipeline. (1142765)

  • Graphics: Fix SRP Batcher graphical artifacts with more accurate float to half conversion (1136206)

  • Graphics: Fixed excessive stripping of shaders without users keywords resulting in missing usage of vertex components and discarding them (914736)

  • Graphics: Fixed RenderTextureFormat BGRA support (1141798)

  • Graphics: tencil Rendering States do not get updated when setting via Shader.SetGlobalInt() (922259)

  • Graphics: Updated documentation for LODGroup (949239)

  • iOS: Fix iOS builds failling on when the system locale is not set to english (1136098)

  • iOS: Fixed an issue where OnEndDrag was not called when using Unity Remote in certain cases. (872909)

  • iOS: Fixed Product Bundle Identifyer to be set in Xcode Packaging Build Setting (1140420)

  • Kernel: Fixed job index allocation contention which could cause multiple seconds of stalling while using jobs.

  • Linux: Fixed issue when a locked cursor miscalculates the mouse move delta when the game view is too close to the edge of a monitor. (1134503)

  • Linux: Fixed not being able to set any resolution on the Linux player when the requested resolution matched either the width or height of the native desktop resolution. (1105102)

  • Package Manager: Fix inaccurate messaging when disabling built-in modules (1131602)

  • Package Manager: Fixed an issue where packages would not get automatically resolved after repairing the package.json file of a file: dependency.

  • Package Manager: Fixed import of Complete Project category Asset Store Packages from 2018.1-2018.3, which could break Package Manager configuration in the importing project. (1139199)

  • Particles: Apply fade and soft particle properties to the Emissive color of the Standard Particle Shaders.

  • Physics: 2D Capsule overlap/cast queries where the capsule is in the horizontal orientation now produce correct results. (1105944)

  • Physics: Child Collider2D in a different Z position now renders correctly when displayed outside of "2D" view mode. (1061344)

  • Physics: Editing a Collider2D now stays in edit mode when making any collider change. (1090438)

  • Physics: Fix crash that happened when destroying Colliders that had OnCollisionStay scripts attached (1113545)

  • Physics: Fix nested Rigidbodies not following their parent sometimes (1140632)

  • Physics: PolygonCollider2D used by CompositeCollider2D now shows outline whilst editing. (926739)

  • Physics: Removed the hidden MeshCollider component that was added to all the Cloth game objects for the brush placement (1101598)

  • Physics: Rigidbody2D interpolation set during runtime now correctly interpolates. (1135129)

  • Physics: The implicitly created static ground-body is now not shown in the static body count in the profiler 2D physics area. (1143465)

  • SceneManager: Only do validation when dropping when using sub-scenes (not on every drag event)

  • Scripting: Fixed TouchScreenKeyboard API so that it behaves sensibly on platforms that don't have onscreen keyboards.

  • Scripting: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis) (1141642)

  • Terrain: Fix texture on a Terrain is painted in a square shape which only has Textured border when Graphics API for Windows is set to Vulkan (1138011)

  • Terrain: Fixed -Terrain Need to remove .5 clamp from Stamp Height shader pass (1137135)

  • Timeline: Fixed Override Tracks Menus not properly working with multi-selection (1124353)

  • Timeline: Fixed wrong context menu appearing when right clicking a marker in the marker track (1133592)

  • UI Elements: Border radiuses are now clamped independently in their x and y axes.

  • Version Control: Editor setting for VCS mode defaults to "Visible Meta Files" now, including when doing Reset on the settings

  • Version Control: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599)

  • Version Control: Inspector VCS status bar properly displays "disconnected" state now

  • Version Control: Project settings editor no longer displays two VCS status bars

  • Video: Fix Camera Near Plane in 2D rendering for VideoPlayer (1135033)

  • Video: Fixed a Lumin video player shutdown crash. (1143515)

  • Video: VideoPlayer hangs or starts from the beginning at double speed when seeking on Android (1141913)

  • Windows: Fix Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (1117930)

  • Windows: Fix Touch.Radius always returning 0 on Windows Editor and Standalone Player (1119934)

  • XR: Fix for Vulkan standalone player with single-pass instancing showing black screen in HMD (1130342)

  • XR: Fix Magic Leap package download in Lightweight Render Pipeline template. (1106219)

  • XR: Fix OpenVR package failing to download when Virtual Reality is enabled for new projects. (1082031)

  • XR: Fixed issue that would cause the player window to crash on resize after entering VR. (1097224)

  • XR: XR.InputDevice.Characteristics is a new series of flags describing how an XR device works, and what kind of features it can have. As a result XR.InputDevice.Role is now obsolete.

  • XR: XR.InputDevice.OnConfigChanged now let's you know if a an InputDevice has changed it's characteristics at without disconnecting.

  • XR: XR.InputDevices.GetDevicesByCharacteristics now let's you filter devices by characteristics. As a result, XR.InputDevices.GetDevicesByDeviceRole is now obsolete.

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 9.0 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 9.0 or higher.

  • Android: OS 4.1 or later; ARMv7 CPU with NEON support or Atom CPU; 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


Third Party Notices

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