Unity 2019.1.7

Released:
Select the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
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Changes

  • Android: Android Gradle plugin version updated up to 3.4

  • Android: Gradle version updated up to 5.1.1

Improvements

  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again (1107463, 1152570)

  • XR: Added GPU Profiler support for Oculus Quest and Oculus Go.

Fixes

  • Android: Fixed ASTC HDR textures in Mac Editor. (1142953, 1145498)

  • Android: Fixed problem with Android manifest containing incorrect values for platformBuildVersionCode and platformBuildVersionName. (1118325, 1160630)

  • Animation: Fixed a crash when animating optimized hierarchies with constant animated properties (1142636, 1151041)

  • Asset Import: Fixes an issue where if a mesh asset has no vertex data, the import crashes in some cases. (1144169, 1150808)

  • Asset Pipeline: Fixed sprite mask sorting layer resetting to default when asset is loaded from asset bundle. (1119829, 1153004)

  • Editor: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599, 1146736)

  • Editor: Fixed a crash while using TextRenderingPrivate::GetFormatString with specific string. (1150645, 1156737)

  • Editor: Fixed host local address not validated on GET HTTP request. (1146895, 1152795)

  • Editor: Fixed issue where SceneVis was not preventing picking of objects with gizmos and no renderers. (1141999, 1146284, 1157414, 1157416)

  • Editor: Fixed the scale error by updating the scale once the platform is switched. (918311, 1153435)

  • GI: Fixed a potential baking crash when objects HideFlags are configured. (1064691, 1156004)

  • Graphics: Fixed excessive stripping of shaders without users keywords resulting in missing usage of vertex components and discarding them. (914736, 1149323)

  • Graphics: Fixed Vulkan Editor on AMD GPUs. (1145367, 1149412)

  • iOS: Fixed error/crash on startup when using DisplayP3 color gamut. (1136841, 1152114)

  • Particles: Fixed an issue where the Particle System Inspector can become slow after editing its material but not saving the changes. (1154688, 1159216)

  • Physics: Fixed crash that happened when destroying Colliders that had OnCollisionStay scripts attached. (1113545, 1161860)

  • Physics: Fixed Rigidbodies not following their parent sometimes. (1140632, 1161857)

  • Timeline: Fixed "Add Signal Emitter" commands should be listed first in a track's context menu. (1131166, 1133970)

  • Universal Windows Platform: Fixed files in StreamingAssets directory not treated as generic data files so they won't get consumed by various VS tools like the XAML compiler. (1110262, 1152577)

  • Version Control: Fixed prompting when attempting to check out ProjectSettings/XRSettings.asset. (1144407, 1151473)

  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player. (824304, 1152574)

  • Windows: Fixed Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (case 1117930). (1117930, 1147086)

  • XR: Fixed a crash in the Lumin video player when open fails. (1150947, 1151175)

  • XR: Fixed issue in HoloLens where we weren't using the correct anchor view for switching away from on screen keyboard in XAML. (1156224, 1156227)

  • XR: Fixed SwitchAsync call to use correct anchor view id. (1156224, 1156227)

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 12.04+, SteamOS+
    • 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

Changeset:
f3c4928e5742

Third Party Notices

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

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