Unity 2019.4.8

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Known Issues in 2019.4.8f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Global Illumination: [URP] Transparencies are ignored because URP uses _BaseMap as main texture identifier (1246262)

  • 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 - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" (1108469)

  • 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)

  • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

  • Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed (1263921)

  • MacOS: [macOS] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present (1232673)

  • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)

  • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Window Management: Crash on block_remove when initiating a drag and closing the window from which the drag originated (1221016)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

2019.4.8f1 Release Notes


  • 2D: Fixed Edge and Polygon 2D collider tools not supporting multiple selection. (1224661)

  • 2D: GameObjects created by RuleTile are destroyed if Tilemap.CompressBounds is called during awake or start (1194166)

  • AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons. (1254813)

  • Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. (1253155)

  • Asset Pipeline: Fixed performance problem with script type hash generation used for script type dependencies (1260657)

  • Editor: Added internal CompilationPipeline.IsCodegenComplete()

  • Editor: Added UNITY_TEST_FRAMEWORK define constraint to filter out test framework assemblies from platform build without tests (1210156)

  • Editor: Fix tab dragging on Windows from a secondary monitor where the taskbar is on the left edge of the screen (1233409)

  • Editor: Fixed 'BeginLayoutGroup must be called first' console errors being printed when canceling some editor dialogs. (1248979)

  • Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified. (1247020)

  • Editor: Fixed application freezes when it is out of focus. (1247435)

  • Editor: Fixed crashing when loading a project with duplicate scenes. (1069650)

  • Editor: Fixed GUIClip errors when creating scripts while Project window is in a single column mode (1255353)

  • Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins (1237217)

  • Graphics: Fix CustomRenderTexture not using depth for camera rendering (1226411)

  • Graphics: Fixed a bug with AsyncGPUReadback, where if you first read into a NativeArray, and then the request was recycled and used normally, it would fail to release the memory for the request. (1260624)

  • Graphics: Fixed missing support for texture 2d (ms) arrays.

  • Graphics: Fixed warmup of shaders with instancing variant crashing on some graphics api (1245347)

  • Graphics: Metal: Fixed an Editor scene view issue causing artifacts on some GPU drivers (1240265)

  • Graphics: Metal: Fixed Editor view repaint causing geometry explosion randomly (1267126)

  • Graphics: Solve performance issues with reflection probe anchors when reloading scenes.

  • iOS: Correctly implement touch reset when app resigns active (1253537)

  • macOS: Change Plugins to PlugIns for code signing (1188947)

  • Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.

  • Package Manager: List the samples of a package api doesn't work without opening package manager window (1259196)

  • Package Manager: Project browser gets refreshed when a embed package name is modified.

  • Package Manager: Trying to import an asset which is a complete project from the Package Manager will now display a popup dialog informing that the user's project settings will be overwritten if they choose to continue with the import. (1255256)

  • Profiler: Added missing root to memory snapshots to account for executable and dll in memory size (989625)

  • Profiler: Fixed a crash where triggering a Snapshot on a player with an Editor connected, would attempt to the snapshot to the Editor (1260560)

  • Scripting: Fix crash when native hardware exceptions occur in Burst compiled code. (1253096)

  • Scripting: Sort ILPostProcessors by name

  • Serialization: Fix crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field. (1256438)

  • Shaders: Fixed Metal shader compilation error when half values are reinterpret-casted to integer values (1223279)

  • Shaders: Fixed metal shader compilation error when half3 temporary arrays are used (1256024)

  • Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen (1201766)

  • XR: Correct culling frustum calculation for Windows Mixed Reality.

  • XR: Fix for performance loss from lack of stereo and matrix buffer memory compares with CPU shadow memory. (1262059)

  • XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0 (1245185)


  • 2D: Improve placement of Tiles in Tile Palette for Spritesheets where there are gaps between Tiles

  • Editor: Dark Theme editor preference is now available to all users


  • Editor: Added -version argument to command line arguments which prints out the Unity version to console

System Requirements

For development

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

CPU: SSE2 instruction set support.

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

The rest mostly depends on the complexity of your projects.

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

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

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

For running Unity games

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

  • Desktop:

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

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

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

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

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


Third Party Notices

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

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