Unity 2019.4.11

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Known Issues in 2019.4.11f1

  • AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)

  • AI: [Remote Config] package breaks on updating and throws ArgumentNull exceptions (1261652)

  • 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)

  • Asset Import Pipeline: [Asset Import] Errors thrown on creating a project using microgame templates (1268154)

  • Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)

  • 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)

  • IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)

  • IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)

  • Linux: [Editor] Color picker does not work (1174814)

  • MacOS: [OSX] Shader import in an external exFAT drive crashes Unity (727114)

  • Mobile Rendering: [URP] Low performance on some Android devices when rendering only one terrain/texture (1261629)

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

  • Scene Management: Building project when two identical scenes are open crashes the editor (1266194)

  • Scripting: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field (1267271)

  • Scripting: Switching targets in SRP projects will cause XR errors on some platforms (1196164)

  • Scripting: [CompilationPipeline] Project recompile and package changes takes a long time when Project includes a lot of packages (1272396)

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

  • Serialization: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute (1237191)

  • Serialization: [Performance]Console Pro causes Slow asset refresh when modifying any script, 45 seconds on one line change (1270910)

  • 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)

  • Shadows/Lights: [Regression] Directional light shadow artefacts in 2020.2.0a21 (1271048)

  • iOS: Images.xcassets folder does not contain LaunchImage files (1254927)

  • iOS: [UaaL] UnityFramework with 3rd party plugins triggers watchdog termination after launch (1262272)

  • iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source (1274837)

2019.4.11f1 Release Notes

Fixes

  • 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields (1250883)

  • AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. (1257220)

  • Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame. (1266564)

  • Animation: Fixed the issue where Mecanim Bone restrains are being ignored when moving the bone through the Transform component (1238061)

  • Asset Import: Fix broken AssetDatabase.ImportAsset() when set to recursice flag. (1230194)

  • Editor: Avoid callback to IExternalScriptEditor.Initialize (1271869)

  • Editor: corrects keycode mappings in play mode for the linux editor (1263921)

  • Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. (1238870)

  • Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. (1234461)

  • Editor: Fixed incorrect key values being passed to the new input system on Linux

  • GI: Forward custom LightProbes set on the API to the manager to stay in sync with all LightProbe objects. (1265048)

  • Graphics: Color writes will work during a shadow pass when a color attachment is present. (1259973)

  • Graphics: Fix a casting issue when assigning int to bool with HLSLcc.

  • Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation (1215635)

  • Linux: Keypad period is now associated with the correct keycode (1267430)

  • Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. (1267050)

  • Particles: : Fixed ParticleSystem ignoring transform changes made by Constraints. (1258705)

  • Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported. (1247192)

  • Particles: Fixed velocity calculations when changes are made in LateUpdate. (1266878)

  • Particles: Fixes a crash caused by changing the duration in the editor during playmode. (1273529)

  • Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable). (1253024)

  • Prefabs: Fix crash when using the logging functionality before instantiating prefabs in an enumerator (1257683)

  • Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children (1271021)

  • Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection. (1248631)

  • Profiler: Reduced Profiler Window overhead on main thread (1260050)

  • Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. (1269484)

  • Shaders: Fixed HLSLcc doing bad precision downgrading on some cases. (1228687)

  • Terrain: Fixed that 'Control Texture Resolution' and'Base Texture Resolution' were not saved. (1258969)

  • Terrain: Tree colliders are correctly rotated when random rotation is applied to trees. (1248407)

  • XR: Backport fix for Fixing GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode. (1262524)

  • XR: Improved Vulkan memory usage with offscreen swapchains. (1278553)

  • XR: No longer add the BLUETOOTH permission to the Android manifest if integrated Oculus mobile support is enabled and the Microphone class is in use. (1261736)

  • XR: Reduced unnecessary Vulkan backbuffer allocations.

Changes

  • Scripting: Reintroduced warning that is thrown when a script that is derived from MonoBehaviour has the same name as a built-in component (e.g. Transform)

Improvements

  • 2D: Update 2D template to use current verified version of 2D packages

  • Asset Bundles: Removed main thread file I/O when loading asset bundles asynchronously

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

Changeset:
2d9804dddde7

Third Party Notices

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

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