Unity 2019.4.25

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Known Issues in 2019.4.25f1

  • Asset Bundles: Crash on vk::DecompressShader when loading an AssetBundle with AssetBundle.LoadFromFile() and using Vulkan Graphics API (1308947)

  • Asset Import Pipeline: Prefab script field reference is lost when project is upgraded (1328724)

  • Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)

  • AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)

  • Package Manager: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)

  • Package Manager: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • Windows: "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer in Windows 7 (1306350)

  • Linux: Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

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

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

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

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

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

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

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

  • Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)

  • Asset Import Pipeline: Editor crashes while exiting play mode (1328667)

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

  • macOS: "Build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)

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

2019.4.25f1 Release Notes


  • Editor: Updated HelpBox information in Enable Code Coverage preference and added button to install the code coverage package.

  • XR: Updated Windows MR Package to 2.7.0.


  • Graphics: Updated SRP packages to 7.6.0.

  • Package Manager: com.unity.purchasing updated with missing documentation.

  • WebGL: Changed behavior of Application.OpenURL() for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away. (1320393)


  • Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)

  • Asset Import: Fixed rare unstable asset hash for assets with large metadata. (1285620)

  • Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)

  • Global Illumination: Fixed an issue that was causing a null pointer bug in graphics bindings. (1310875)

  • Global Illumination: Fixed an issue where Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)

  • Graphics: Fixed an issue pertaining to async texture deletion to ensure graphics commands have completed first. (1280073)

  • Graphics: Fixed an issue so that GraphicsFormat.R8G8B8A8_SNorm is now a blendable render-target format on Metal. (1318364)

  • Graphics: Fixed an issue that would cause the import of 16 bit cubemaps with spherical or cylindrical mapping to fail. (1284767)

  • Graphics: Fixed an issue where first Material data was not used for Shadowmap rendering when using multiple Materials with the same Shader and different properties. (1304644)

  • Graphics: Fixed an issue where scissor test was automatically disabled when changing render-targets and the behaviour is now consistent with other platforms.

  • Graphics: Fixed an issue which would cause object culling to take place for shadows even if the project had shadows disabled. (1313540)

  • iOS: Fixed an issue where leaderboards now return the non deprecated player ID on appropriate OS versions. (1312882)

  • macOS: Fixed an issue where assembly had engine references even though No Engine References has been selected. (1297957)

  • macOS: Fixed an issue with code signing of native plugins in Xcode projects. (1276317)

  • Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)

  • Services: Fixed a bug where the crash reporting symbol uploader process would crash on Apple M1 hardware. (1312498)

  • Services: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.

  • Shaders: Fixed a regression that was dropping some shader errors from the inspector after restarting the editor. (1325521)

  • Shaders: Fixed Editor crashing when trying to render non-existent shader properties. (1304931)

  • Timeline: Fixed an issue that occurred when Audio track was missing samples and was started at the first frame of a Timeline in Player. (1215183)

  • Timeline: Fixed an issue when AudioClipPlayable was played and the first couple of frames were skipped. (1302398)

  • UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display wouldn't render UI. (1316603)

  • UI Elements: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)

  • Universal Windows Platform: Fixed a deadlock that occurred when rapidly typing text into an InputField.

  • Universal Windows Platform: Fixed IME composition text not displaying correctly within the focused InputField. (1298881)

  • Universal Windows Platform: Fixed TouchScreenKeyboard incorrectly selecting text when using the left/right arrows. (1312317)

  • Universal Windows Platform: Fixed TouchScreenKeyboard not showing specified input layout. (1281771)

  • Video: Fixed an issue where video started playing from an arbitrary frame when VideoPlayer.Pause was called before VideoPlayer.Play. (1297648)

  • XR: Fixed a depth buffer sharing support issue. (1242142)

  • XR: Fixed an issue where Sprite Mask was not working as expected in URP XR. (1195098)

  • XR: Fixed an issue with rect that is used by scissor test on Vulkan. (1203183)

  • XR: Fixed Windows player window resizing artifacts when XR enabled and VR device running on 2019.4 branch. (1288886)

  • XR: [Lumin] Fixed some improper temp string usage that was causing the allocator to spam the system logs (1284830)

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build


Third Party Notices

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