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We’re committed to supporting 2022 LTS releases with biweekly updates until mid-2024, after which updates will be monthly until mid-2025 (two years after the initial release date). These updates will only cover fixes aimed at improving the stability of the product to enable users to ship their projects.

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LTS Release 2019.4.40f1

Released:

LTS Release 2019.4.40f1

Released:

Known Issues in 2019.4.40f1

  • AI Navigation: NavMesh::Raycast freezes the whole editor in an infinite loop on Application.UpdateScene (UUM-2496)

  • Texture: [Backport] [MacOS] Crash on __pthread_kill when Render Texture has no Depth buffer and Dimension is 3D (UUM-5459)

2019.4.40f1 Release Notes

Features

  • Asset Pipeline: Accelerator Corruption Detection.

Fixes

  • 2D: Fixed 'require texture compression' setting being reset during player build. (1397965)

  • AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons. (1328727)

  • Android: Fixed a Unity Audio bug related to Bluetooth audio. This was causing issues with Vivox, and possibly other 3rd part audio libraries, with Bluetooth functionality. On Android, Bluetooth audio state is basically global, so Unity Audio now only makes the bare minimum changes to this state. We may still call startBluetoothSco and stopBluetoothSco when starting or re-initializing the audio output engine and when starting/stopping the Unity microphone. We may also call AudioManager.setMode when starting/stopping a Bluetooth mic through the Unity microphone APIs, but that's it. (1418634)

  • Android: Fixed app-freezing when an application changes into multi-window(split-screen) on Chrome OS tablet mode. (1361131)

  • Asset Pipeline: Fixed an issue where MonoScripts in plugins that were dependent on plugins in other folders could fail to import when reimporting all assets. (1411256)

  • Audio: Fixed an issue that audio track with no audio source acts as 3D spatial blended audio source. (1160449)

  • Audio: Fixed an issue that the Windows Editor no longer tries to link with the MP3 LAME library, which it does not use directly.

  • Build Pipeline: Fixed an issue where cached Sprite state could be stale.

  • DX12: Fixed an issue to offset binding support for cbuffers disabled from SystemInfo on DX12 as it has never been supported. (1381731)

  • Editor: Fixed IMGUI state being reset when a EditorUtility.DisplayDialog was opened. (1380288)

  • Editor: Fixed reflection probe baking sometimes containing the cyan loading shader. (1368213)

  • GI: Fixed an issue that the light probe now produces valid output when punctual light overlaps it. (1242829)

  • Graphics: Fixed hang on repeated calls to GraphicsBuffer.CopyCount. (1353308)

  • Graphics: Fixed incompatible render pass validation error in built-in pipeline project when graphics API is set to Vulkan. (1355666)

  • Input: Fixed InputSystem.QueueStateEvent throwing exceptions when called from non-main thread. (1348778)

  • Input: Fixed keyboard not working on iOS 15. (1376970)

  • Input: Fixed keys being stuck pressed when application regains focus on Windows Standalone, macOS with input system package. (1361145)

  • Input: Fixed mouse coordinates being incorrect until first move on Windows Standalone, Linux, macOS with input system package. (1231907)

  • Input: Fixed PrintScreen key reported as pressed when pressing Insert/Home/Del/etc with NumLock being off with Input System package on Windows (also modified UWP and GDK). (1359217)

  • Input: Fixed Touchscreen.pressure being corrupted on Windows Standalone with input system package. (1378194)

  • Input System: Fixed incorrect Windows input event timestamps. (1284586)

  • iOS: Fixed a bug with the "Force iOS Speakers when Recording" player setting. In addition, a few other iOS Bluetooth audio bugs were fixed. When starting up with Bluetooth headphones connected, audio output used to play through the built-in speakers (which was an error). The list of available microphones was not always correct when connecting / dis-connecting Bluetooth headphones at runtime. Bluetooth microphone input was really choppy. (1387403)

  • Kernel: Fixed issue when attempting to load corrupted rest-certificate.pem cert would crash Unity. (1423569)

  • Linux: Fixed an issue where calling SetResolutionImmediate in HDRP would display blue. (1309848)

  • Networking: Fixed IPv6 UnityWebRequest support on Windows and Android. (1409484)

  • Package Manager: Fixed an issue that the 'View documentation' link doesn't open an offline documentation when the package is added from a local disk.

  • Particles: Fixed errors when viewing a Force Field Preset inspector whilst entering Playmode. (1318951)

  • Profiler: Fixed System Used Memory reporting useless system and not app memory usage. (1267773)

  • Scene Manager: Fixed an issue to aligne scene and instantiation behavior when loading a new scene between Editor and Build. (1046181)

  • Terrain: Increased the Undo buffer size to better handle Terrain modifications. (1320023)

  • Version Control: Fixed an editor hang when entering Play Mode.

  • Video: Fixed a crash on UnityMain when building for server with active VideoPlayer in Scene. (1350949)

  • Video: Fixed an Editor crashes when playing a video file with 14 audio tracks in Play mode. (1371522)

  • Video: Fixed an issue that the VideoPlayer reports inadequate error on errorReceived callback when Media Player is not present. (1226629)

  • Video: Fixed an issue that the VideoPlayer throws errors when VideoClip loaded from AssetBundle nears the end. (1358843)

  • Video: Fixed an issue that the Videos fail to play on Standalone Windows players with some AMD GPUs. (1389338)

  • Video: Fixed an issue VideoPlayer.width and height return 0 instead of expected values. (1339883)

  • WebGL: Fixed a bug where some control keys were being incorrectly interpreted as text. (1417650)

  • WebGL: Fixed a bug where TMP fields wouldn't accept keyboard input when using new input system. (1258876)

  • WebGL: Fixed an issue with AudioClip.GetData(). (1369656)

  • WebGL: Fixed video playback to be muted when Audio Output Mode is set to Audio Source and the selected Audio Source is Muted. Also fixed another issue where video clips that browser blocked from autoplaying would not start playing after user interacts with the web page. (1241582)

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

Package changes in 2019.4.40f1

Packages updated

Packages added

LTS Release 2019.4.39f1

Released:

LTS Release 2019.4.39f1

Released:

Known Issues in 2019.4.39f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.39f1 Release Notes

API Changes

  • iOS: Added: Added iPad Air 5 and iPhone SE 3 to devices.

Fixes

  • 2D: Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (1405289)

  • Android: Added Initial launch size metadata into AndroidManifest.xml for Chrome OS devices with Android R or higher installed. (1360064)

  • Android: Fixed a bug with Unity UGUI and UI Elements input fields, where switching languages dynamically and IME functionality was not working. (1395812)

  • Android: Fixed a crash when using a custom cursor. (1379249)

  • Android: Fixed a Java local reference leak when AndroidJavaProxy is passed as argument to AndroidJavaObject.Call/CallStatic. (1389252)

  • Animation: Improved performance with generating animation bindings. (1353998)

  • Editor: Fixed tooltips not being resolved when using a custom label that does not contain a tooltip. (1415921)

  • Graphics: Fixed an issue that EditorUtility.Compress to crunch fails without crashing when providing invalid texture sizes. (1331258)

  • Graphics: Fixed an issue that the crunch compression now properly handles uncompressed formats (even if not 32-bit RGBA) without flipping color channels or getting data corruption. (1340715)

  • Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. (1250331)

  • iOS: Fixed QualitySettings.resolutionScalingFixedDPIFactor not updating on runtime. (1163949)

  • iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. (1288515)

  • macOS: Fixed arrow key functionality in dialogs in the Mac Editor. (1279832)

  • Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)

  • Particles: Fixed FPS mode when using a Single Row in the Texture Sheet Animation module. (1373996)

  • Scripting: Fixed an issue to ignore hidden sequence points when calling Coverage.GetSequencePointsFor. (1415957)

  • Scripting: Fixed an issues that isOverriable was not working. (1423498)

  • Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. (1373388)

  • Shaders: Fixed a bug where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register. (1383901)

  • Shaders: Fixed a rare crash when upgrading shaders. (1299790)

  • WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. (1225254)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. This removes duplicates for Oculus, and MockHMD. (The original fogbugz was for OpenXR which is only on 2020.3, but it was discovered that the issue exists for Oculus and MockHMD as well, which are also available on 2019.4. The fix is the same, so the fix is also being ported to 2019.4).

  • XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)

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

Package changes in 2019.4.39f1

Packages updated

LTS Release 2019.4.38f1

Released:

LTS Release 2019.4.38f1

Released:

Known Issues in 2019.4.38f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector (1415921)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field (1400774)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.38f1 Release Notes

Improvements

  • 2D: Optimized texture space needed for rect packing.

  • Graphics: Allowed selection of sRGB format for rendertextures. (1295276)

  • Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)

Changes

  • 2D: Removed Triangle.Net from 2D Animation runtime.

  • Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

  • Package Manager: Enabled the Git LFS cache by setting the UPM_ENABLE_GIT_LFS_CACHE environment variable is now always located under the global cache root, even when the cache root location is customized.

Fixes

  • 2D: Fixed a null exception when importing files with masks. (1388820)

  • Android: Added fullscreen flag to manifest to better handle static splash screen. (1310347)

  • Asset Bundles: Fixed a regression where skinned mesh were no longer being compressed. (1391542)

  • Asset Bundles: Fixed an issue sothat when copying file and meta on disk, renaming the asset bundle name is preserved. (1385129)

  • Core: Updated libcurl to 7.80 to address security vulnerabilities. (1383040)

  • Editor: Fixed an Editor crash when adding scripts to objects where the class name did not match the filename. (1411915)

  • GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. (1324966)

  • GI: Fixed case 1394168 caused by out-of-bounds access when light probes had no coefficients. (1394168)

  • Graphics: Improved to CullScene performance; in large scenes (10000+ Renderers) this can halve the time spent in CullScene. (1399880)

  • IL2CPP: Fixed an issue so that exception handlers are properly sorted internally to avoid code conversion errors with System.Text.Json (and maybe other assemblies). (1400410)

  • IL2CPP: Fixed an issue to allow [Preserve] in assemblies whose name starts with Microsoft. (1397381)

  • IL2CPP: Fixed error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. (1391435)

  • IL2CPP: Fixed undefined invocation behavior for unsigned arguments. (1388270)

  • IL2CPP: Improved error messages when we cannot compile C++ code due to Visual C++ toolchain or Windows SDK being not installed on the machine. (1287868)

  • IMGUI: Fixed memory leak when continuously calling Repaint inside OnGUI after GUI.Window. (1371866)

  • Kernel: Added additional checks to FileUtil.DeleteFileOrDirectory to fix unintentional deletion of project assets directory. (1382446)

  • Package Manager: Fixed an issue on Windows where resolving a package could fail if any files were temporarily being used by another process. (1384471)

  • Package Manager: Fixed an issue where a package download would fail if the download URL had a default port set (i.e. 80 for HTTP or 443 for HTTPS). (1388256)

  • Package Manager: Fixed an issue where having package folders without a package manifest in the project's Library folder would fail resolving local-tarball or git packages.

  • Package Manager: Fixed an issue where JSON files encoded using UTF-8 with BOM could not be parsed.

  • Package Manager: Fixed an issue where packages using Git LFS on Apple Silicon hardware would fail if Git LFS was installed through Homebrew and the Git LFS executable location was not added to the PATH environment variable. (1353769)

  • Package Manager: Fixed an issue where the PackageManager.Client.SearchAll() method would fail if the user did not have access permission for one of the packages hosted on the registry. (1381544)

  • Package Manager: Fixed an issue where local-tarball dependencies would become unresolved if the source tarball was removed.

  • Particles: Fixed an issue to restore Trail material if module is toggled off then on again. (1363211)

  • Physics: Fixed an issue with cloth interpolation where tabbing in/out of an application on Windows Players would cause the component to behave erratically. (1380001)

  • Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. (1331829)

  • Video: Removed spike on the main thread when changing the video clip. (1384846)

  • WebGL: Fixed crash when using AudiClip.priority and AudioSettings.Reset. (1385590)

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

Package changes in 2019.4.38f1

Packages updated

LTS Release 2019.4.37f1

Released:

LTS Release 2019.4.37f1

Released:

Known Issues in 2019.4.37f1

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler (1400410)

  • MacOS: [M1][Rosetta] Editor crashes on mono_arch_patch_callsite when opening the project (1390659)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

2019.4.37f1 Release Notes

Improvements

  • Android: Stop trimming text input.

  • iOS: Allow picking up a background scene if no foreground scenes were found.

  • Particles: Added texel size and mask interaction shader properties to particle system renderer.

  • Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.

Fixes

  • 2D: Fixed an issue that uGUI loaded from the asset bundles in the editor is not displayed. (1369873)

  • AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)

  • Asset Import: Fixed an issue where creating an asset during OnPostprocessAllAssets() with custom dependencies registered could cause an infinite import loop. (1383416)

  • Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material is present and we shut down. (1338910)

  • Asset Pipeline: Fixed an issue that empty meta files are handled as malformed now. (1361260)

  • Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). (1351973)

  • Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. (1356566)

  • Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. (1262453)

  • Editor: Fixed default doc url so it correctly points on 2019 doc. (1397454)

  • Graphics: Fixed potential stall on buffer uploads in OpenGL GfxDevice. (1369478)

  • Graphics: Fixed the following issues:

    • CustomRenderTexture no longer crashes Mac/Linux during circular dependency sorting cases.

    • CustomRenderTexture no longer updates when not called for.

    • CustomRenderTextures that use other CustomRenderTextures to update their contents will now update in the correct order according to their dependencies.

    • CustomRenderTextures with OnDemand and Realtime update mode can now correctly depend on each other in an update chain. (1246473)

  • iOS: Fixed an issue that .meta files are not included anymore in build for plugins of .plugin type. (1184957)

  • iOS: Fixed an issue to ensures Autorotation is disabled when manually specifying Portrait. (1399856)

  • iOS: Fixed an issue to stop CoreText warning spam on iOS15. (1397966)

  • iOS: Fixed Screen.cutouts returns a null value on some iPhones. (1371461)

  • iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. (1356217)

  • iOS: Fixed splash screen sometimes showing in the wrong orientation. (1400716)

  • iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. (1381968)

  • Particles: Fixed particle rendering from command buffers. (1263019)

  • Prefabs: Improved error handling when loading broken prefab files. (1251496)

  • Scripting: Fixed an issue to make AddComponent scale better with the projects amount of components. (1278548)

  • Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.

  • uGUI: Fixed an issue that sorting layer is no longer overriden when a canvas is created manually by the user for a Template element (inside Dropdown). (1343542)

  • uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. (1369118)

  • Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. (1299579)

  • Video: Fixed Video Player crash/malfunction on Android versions less than 9. (1372202)

  • Windows: Fixed crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. (1325310)

  • XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. (1360010)

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

Package changes in 2019.4.37f1

Packages updated

LTS Release 2019.4.36f1

Released:

LTS Release 2019.4.36f1

Released:

Known Issues in 2019.4.36f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.36f1 Release Notes

Changes

  • 2D: Updated the minimum required version of the Unity Editor for 2D Animation and 2D Common to 2019.4.34f1.

Fixes

  • 2D: Fixed an issue that Sprite Skin's help button now leads to the correct documentation page. (1383765)

  • 2D: Fixed an issue where a Sprite Skin outside of the camera frustum enters the frustum, which could cause an editor and player crash. (1377867)

  • Android: Fixed a Java local reference leak when array is returned when using AndroidJavaObject/AndroidJavaClass. (1374806)

  • Android: Fixed an issue that the Android minimum bundle version is set to greater than 0. (1307476)

  • Android: Fixed constant buffer element alignment when using OpenGL ES. (1322517)

  • Animation: Fixed a potential crash when modifying an animation override controller which is in use during a state machine enter / exit behavior callback. (1346587)

  • Animation: Fixed AnimationStream unbound handle exceptions when changing override controller in the animator. (1180557)

  • Editor: Fixed an issue to prevents a null reference exception when an object with a LODGroup containing a null renderer is selected in the editor. (1381342)

  • Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported. (1355265)

  • iOS: Fixed an issue that the QuickType bar is now hidden on iOS15 when Keyboard autocorrection is set to false. (1381272)

  • iOS: Updated the iOS resolution presets of the Aspect Ratio dropdown list in the Game View window. (1321829)

  • Particles: Fixed Forcefield Vortex determinism. (1365909)

  • Profiler: Fixed "Call Stacks" toggle in Profiler Window enabling callstacks capturing in connected Players. (1377934)

  • Profiler: Fixed a crash when taking memory profiler snapshot with Players built with newer Unity versions. (1386532)

  • Services: Fixed a crash which occured with Il2cpp, engine stripping enabled and Analytics enabled, but without the analytics package installed. (1377563)

  • Shaders: Fixed a misleading comment in UnityCG.cginc. (1374639)

  • Shaders: Fixed an issue where Pragma directives with "_local" suffix that specify shader stage will now generate an error if the stage is specified before the "_local" suffix instead of silently ignoring the directive altogether. (1388229)

  • Shaders: Fixed error messages by adding shader name to the error description when failing to compile or link GLSL shaders. (1378687)

  • Shaders: Fixed OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. (1388530)

  • Shaders: Fixed shader stage specific keywords breaking shaders on Vulkan/Metal/GL.

  • Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. (1378000)

  • TextCore: Fixed a potential editor crash due to invalid system font file being present on a user system where such font file is missing a font family and / or style name. (1382082)

  • Video: Fixed a crash on MediaEncoder_CUSTOM_Internal_AddFrame_Injected when pushing a frame into MediaEncoder that has been disposed. (1368301)

  • Video: Fixed TLS Allocator errors on fresh import (video importer).

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

Package changes in 2019.4.36f1

Packages updated

Packages added

LTS Release 2019.4.35f1

Released:

LTS Release 2019.4.35f1

Released:

Known Issues in 2019.4.35f1

  • AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 (1390123)

  • Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle (1391542)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • IL2CPP: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android (1391435)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above (1382113)

  • Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player (1377934)

  • Profiling: [Memory Profiler] Capturing Player built with higher Unity version crashes the Editor (1386532)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Shader System: Shader stripping crashes when it gets too many variants (1388530)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project (1382082)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.35f1 Release Notes

Improvements

  • IL2CPP: Enabled sparse_hash_map and sparse_hash_set for Android and iOS for lower runtime memory usage.

  • Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)

  • Shaders: Fixed a build failing when a shader from always included list has 1M variants before stripping. (1379096)

  • Shaders: Improved Shader binary compression and now it utilizes more than one core. (1375627)

Fixes

  • 2D: Fixed an issue and now Sprite selection now reacts only to the left mouse button. (1371567)

  • 2D: Fixed an issue that Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered from the Prefab mode. (1383944)

  • 2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. (1378775)

  • Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. (1368858)

  • Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. (1380909)

  • Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. (1379427)

  • Android: Fixed leaked Java local reference when creating new Java object. (1366122)

  • Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. (1384729)

  • Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source. (1363271)

  • Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. (1357782)

  • Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. (1327550)

  • Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. (1346442)

  • Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. (1362634)

  • GI: Fixed an issue that light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. (1337508)

  • GI: Fixed an issue that mixed point/spot lights with shadows disabled now contribute direct light to static objects on subtractive lighting mode. (1350852)

  • Graphics: Fixed a bug where mip map streaming did not work after setting a material with streamable textures on a renderer. (1302707)

  • Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)

  • Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. (1249348)

  • Graphics: Fixed an issue so that Input delay in Vulkan standalone when VSync is enabled has been reduced. (1282463)

  • IL2CPP: Fixed a race condition loading string literal values. (1379139)

  • IL2CPP: FIxed an issue to correctly indicate that blittable types nested in generic types are indeed blittable. (1368711)

  • IL2CPP: Fixed an issue to ensure ThaiBuddistCalendar, UmAlQuraCalendar, and HijriCalendar survive code stripping when needed. (1158527)

  • IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. (1335434)

  • Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. (1373945)

  • iOS: Fixed a crash on iOS when requesting WebCam and Mic permission at the same time as different operations. (1330126)

  • iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. (1374229)

  • iOS: Fixed a rare crash when quiting app during orientation change. (1389840)

  • iOS: Fixed an issue with game objects' colors in light mode. (1379817)

  • macOS: Fixed a bug where Unity may crash if shut down quickly after startup. (1272819)

  • macOS: Fixed an issue that NDK not being executed when building exported Android IL2CPP project on Apple Silicon. (1386482)

  • Mono: Fixed a rare hang that would occur when opening the editor during asset import. (1341730)

  • Package Manager: Fixed an issue with documentation and now the built-in documentation link opens the right editor version url. (1376379)

  • Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. (1345964)

  • Scripting: Fixed an issue that the Player settings UI now correctly set Assembly Version Validation setting for the editor (before it only applied to Player build). (1378650)

  • Scripting: Fixed an issue where messages from the compiler containing special character were not correctly printed in the console. (1220668)

  • Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. (1378555)

  • UI Toolkit: Fixed a performance test issue for UI Toolkit renderer repaints. (1337832)

  • UI Toolkit: Fixed an issue that scissor clipping on hidden elements now work properly. (1340827)

  • WebGL: Added a workaround to Chrome specific Web Audio performance issue. See https://bugs.chromium.org/p/chromium/issues/detail?id=1133233. (1270768)

  • WebGL: Fixed a tapping sound when pausing audio. (1238052)

  • WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). (1337312)

  • WebGL: Fixed mouse wheel scrolling with the new input system on WebGL. (1264545)

  • Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. (1373881)

  • Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)

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

Package changes in 2019.4.35f1

Packages updated

LTS Release 2019.4.34f1

Released:

LTS Release 2019.4.34f1

Released:

Known Issues in 2019.4.34f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (Linux) (1375312)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver (1325310)

2019.4.34f1 Release Notes

Features

  • Version Control: Added option to "Add to ignore file" in context menu in the project view.

    • Added empty state message for Pending Changes tab.

    • Added success state message for Pending Changes tab.

    • Added metrics for Branches tab functionalities.

Improvements

  • Input System: Added support for PS5 DualSense controllers on Mac and Windows.

  • XR: Update WMR XR SDK Plug-on to 2.9.1. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@2.9/changelog/CHANGELOG.html

API Changes

  • Graphics: Added: New API SystemInfo.GetRenderTextureSupportedMSAASampleCount(RenderTextureDescriptor desc) to query the correct MSAA samples count of a RenderTexture.

Changes

  • Input System: When exceptions occur in user code inside of Input System callbacks, the exception message is now printed first and details about the callback second to avoid hiding exception details.

  • Package: Update com.unity.ide.visualstudio to 2.0.12. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/changelog/CHANGELOG.html

  • Version Control: Removed pinstriping in the Gluon Incoming Changes window.

    • Removed the "Nothing to download" bar from the Incoming Changes window when there are no items to download.

    • Changed the default metadata columns shown in the Incoming Changes screen.

    • Updated the alignment of sorting arrows to the right of the column.

Fixes

  • 2D: Fixed an exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.

  • 2D: Fixed artefacts on images when flatten.

  • 2D: Fixed errors in the Sprite Skin section of documentation. (1366617)

  • Android: Fixed an GLSL compile error when using a particle system with instancing. (1255008)

  • Android: Fixed an issue that IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag is now triggered when using Samsung S-Pen. (1364109)

  • Android: Fixed an issue that the stylus input is now treated as a touch rather than mouse in the older input system. (1246579)

  • Android: Fixed an issue that touches are now registered when Samsung S Pen is used to touch screen. (1370814)

  • Android: Fixed Java local reference leaking in UnityWebRequest, VideoPlayer. (1297185)

  • Android: Fixed screen safe area values at startup. (1327752)

  • Asset Pipeline: Fixed an out-of-sync collection bug when multiple inspectors are opened. (1353678)

  • Editor: Fixed an issue that the DontSaveInEditor now works as intended on Prefab instances. (1363573)

  • IL2CPP: Fixed the order of operations for Thread Volatile Read and Write. (1373882)

  • Input System: Fixed a performance issue on entering/exiting play-mode where HID device capabilities JSON could be parsed multiple times for a single device. (1362733)

  • Input System: Fixed a problem where explicitly switching to the already active control scheme and device set for PlayerInput would cancel event callbacks and the control scheme switch would have no effect. This fix detects and skips device unpairing and re-pairing if the switching is detected to not be a change to scheme or devices. (1342297)

  • Input System: Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in ENABLE_VR checks to prevent this issue.

  • Input System: Fixed an error "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" and any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting set to medium or high. (1368761)

  • Input System: Fixed an issue that broke the VirtualMouseInput component in the editor. (1367553)

  • Input System: Fixed an issue where InvalidOperationException is thrown if an input for an action with multiple interactions is held while disconnecting the device. (1354098)

  • Input System: Fixed an issue where resetting an action via InputAction.Reset() while being in disabled state would prevent the action from being enabled again. (1370732)

  • Input System: Fixed current being null for sensors (Accelerometer.current, others). (1371204)

  • Input System: Fixed input action for Android gamepad's right stick. Now it is correctly invoked when only the Y-axis is changing. (1308637)

  • Input System: Fixed unhandled exceptions in InputManager.OnUpdate failing latter updates with InvalidOperationException: Already have an event buffer set! Was OnUpdate() called recursively?. These exceptions will be handed now and the application will try to recover into a working state.

  • Input System: Fixed action.ReadValue and others returning invalid data when used from FixedUpdate or early update when running in play mode in the editor. (1368559)

  • Input System: Improved the user experience when creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch\*/press path binding syntax. (1357664)

  • iOS: Fixed a crash/hang when going to background from portrait upside down on some devices. (1285042)

  • iOS: Fixed a hang/crash issue on iOS when a call comes in. (1368258)

  • Package Manager: Fixed an issue where wrong asset store version on package details are displayed. (1381089)

  • Profiler: Fixed an issue where Profiler might lose metadata for markers spanned across multiple frames. (1288339)

  • Project Browser: Fixed an issue that the Project Browser slider is now correctly restored when clearing the search field after selecting a favorite filter. (1348825)

  • Scripting: Fixed an issue where running in batch mode with a different build target than precedent run would not trigger a script recompilation. (1380097)

  • Serialization: Fixed missed invocations of ISerializationCallbackReceiver.OnAfterDeserialization and asserts arising when that interface is implemented on structs inside a MonoBehaviour or ScriptableObject class, along with the presence of SerializeReference fields. (1372710)

  • Terrain: Fixed unnecessary CPU time spent in culling terrain trees with LOD. (1256992)

  • Version Control: Fixed console error when selecting object in Scene view hierarchy or creating a new asset.

  • Version Control: Fixed NullReferenceException after closing the Plastic SCM window.

  • Version Control: Fixed UI overlays in Project view missing on changed assets when force checkout is disabled.

  • Video: Fixed spamming errors in the Console upon opening imported video in the Inspector tab when Target Platform is set to UWP. (1357597)

  • WebGL: Fixed a playback issue of videos on iOS. (1288692)

  • WebGL: Fixed an issue with fullscreen mode on Safari. (1347304)

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

LTS Release 2019.4.33f1

Released:

LTS Release 2019.4.33f1

Released:

Known Issues in 2019.4.33f1

  • AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles (1346325)

  • Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary (1372558)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

  • Linux: Editor crashes at "__assert_fail_base.cold" when opening a project (1375312)

  • Progressive Lightmapper: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

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

2019.4.33f1 Release Notes

Features

  • Version Control: Added visual overview bar to the incoming changes tab.

    • Added progress dialog for the migration process.

    • Added Branches tab that shows a list of all branches in the repository.

    • Added option and dialog to create a child branch from selected branch.

    • Added option to switch to another branch.

    • Added option and dialog to rename a branch.

    • Added option to delete a branch.

    • Added a preference to save if the window should open the Branches tab by default.

    • Added metrics for Plastic SCM installation window usage.

Improvements

  • AI: Improved NavMeshAgent creation failure log to help select the source object. (1274983)

  • iOS: ProMotion support on ios15 and new devices (iphone13 family). (1374612)

  • iOS: Support for iPhones, iPads and Apple TV released in 2021. (1367775)

  • Package: Com.unity.purchasing has been updated to 4.1.1. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/changelog/CHANGELOG.html

  • Package: Updated com.unity.cinemachine to 2.6.11. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/index.html

  • Windows: Improved SystemInfo.operatingSystem. It now recognizes Windows 11. (1372750)

  • XR: The Oculus XR Plugin package has been updated to 1.11.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11/manual/index.html

  • XR: Updated XR Management to 4.2.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.2/manual/index.html

API Changes

  • Apple TV: Added: Identifier for 2nd generation Apple TV 4K.

  • Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.

  • iOS: Added: Identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.

Changes

  • Version Control: Updated status bar notification icons. Updated texts for workspace modes selection and checkin comment box.

Fixes

  • 2D: Fixed a render texture size error in the Skinning Editor. (1357552)

  • 2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profiling. (1364910)

  • 2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. (1351543)

  • 2D: Fixed an issue where Unity would freeze when importing certain PSD files. (1338690)

  • Android: Disabled cut/copy/paste popup that was appearing on the hidden Android inputfield. (1317688)

  • Android: Fixed an issue that causes the app to not get launched when building and running App Bundle on Android 4.x. (1355198)

  • Android: Fixed an issue where android:exported atribute was not set to true for Uniy library activity when target API level is 31 or higher. (1356676)

  • Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. (1186040)

  • Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C# Process class, when redirecting streams and dispose process, the pipes would remain open. (1303618)

  • Animation: Fixed a potential crash when generating asset previews if destructive methods are called in user callbacks. (1343886)

  • Asset Bundles: Fixed AssetBundle.Unload now it waits for all asset bundle async operations to complete to avoid a potential crash. (1150164)

  • Asset Pipeline: Fixed an asset matching inconsistency issue with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. (1353343)

  • Audio: Fix a crash caused by leaking memory allocators caused by built-in audio device suspension in the editor. (1351004)

  • Editor: Fixed an issue that the Unity Package Manager diagnostic tool fails to run when started via the launch script.

  • Editor: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling ContentBuildInterface:GetPlayerObjectIdentifiersInAsset

  • GI: Fixed a crash when generating lighting which calls print function with incorrect parameters. (1368383)

  • GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. (1331427)

  • GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. (1263524)

  • Graphics: Fixed a missing object issue when highly static batched scene + SRP Batcher. (1294742)

  • Graphics: Fixed a rare crash in shadow rendering. (1350950)

  • Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. (1330613)

  • Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)

  • IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. (1336012)

  • IL2CPP: Fixed conversion errors that can occur with generic types that have a static constructor. (1362583)

  • IL2CPP: Fixed possible complier errors by hashing parameter info and generic arguments to avoid long method names. (1362768)

  • IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. (1361799)

  • iOS: Fixed an issue that stopped the dark mode native mobile input's background from going transparent when it was empty. (1367091)

  • iOS: Fixed video becoming unplayable after resuming an app when video's audio output mode is set to API Only. (1330901)

  • macOS: Fixed arm64 architecture errors when archiving the generated macOS project in Xcode by limiting the valid build architectures to x86_64 only. (1339180)

  • Package: Fixed property drawing of Unity.Mathematics vector types when manually drawing a property that was hidden with [HideInInspector]. (1298368)

  • Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations.

  • Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. (1371056)

  • Player: Fixed a player error and a memory leak when player window is hidden. (1361670)

  • Prefabs: Fixed an Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. (1255454)

  • Profiler: Fixed Profiler thread drop-down getting locked when it is left on a transient thread. (1369890)

  • Profiler: Fixed Profiler.GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. (1364643)

  • Scripting: Fixed the exceptions thrown from custom attributes' .ctor. (1321144)

  • Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. (1369645)

  • Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. (1357383)

  • Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. (1334240)

  • Terrain: Fixed a clearing issue and now Neighbors set with Terrain.SetNeighbors are properly kept. (1337420)

  • Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. (1313186)

  • Universal Windows Platform: Fixed generated Visual Studio project when building to Universal Windows Platform with Visual Studio 2022. (1378086)

  • Version Control: Fixed an issue that typing capital O in checkin comment would open the selected item.

  • Version Control: Fixed an issue with Plastic SCM installation and it no longer signs out the user from the plugin.

  • Version Control: Fixed an issue with the Plastic SCM menu and it is no longer missing from Project view context menu.

  • Version Control: Fixed inverted text for the force checkout option. (1340340)

  • Version Control: Fixed the loading indicator and now it is properly centered on Plastic SCM installation window.

  • Version Control: Fixed the missing Plastic SCM window option when user is not signed in on Unity Hub.

  • Version Control: Removed a meta file warning message for the deleted Beta folder.

  • Version Control: Removed an extra refresh button on Gluon's Incoming Changes tab.

  • Video: Fixed an importing unsupported video frame size crashing the Editor. (1340340)

  • WebGL: Fixed a crash on Oculus Browser when the EXT_multisampled_render_to_texture extension is enabled. (1370782)

  • WebGL: Fixed an issue where keyboard up events would be missed if WebGLInput.captureAllKeyboardInput was set to false while a key was being held down. (1195047)

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

LTS Release 2019.4.32f1

Released:

LTS Release 2019.4.32f1

Released:

Known Issues in 2019.4.32f1

  • Android: Errors are thrown and the app is not launched when Building And Running App Bundle on Android 4.x (1355198)

  • Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. (1347186)

  • Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. (1358059)

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

  • Global Illumination: Scene is brighter in Standalone player if it was open in the Editor at build time (1375015)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

  • Scene Management: Instantiated FBX through code throws error after leaving Play Mode (1363573)

  • Scene Management: [macOS] Editor crashes when making changes to Prefab script components, which were previously Missing (Mono Script) (1255454)

  • Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument (1369645)

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

  • uGUI: Poor performance when loading or unloading a large Scene (1375646)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

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

2019.4.32f1 Release Notes

Features

  • Version Control: Added light and dark mode versions of avatar icon.

  • Version Control: Added notification status icons.

  • Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.

Improvements

  • Input System: Optimized input processing performance.

  • Mono: Avoid padding classes/structs with an explicit size.

  • Package: Update Windows MR XR SDK package to version 2.9.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@2.9/changelog/CHANGELOG.html

  • Package: Updated Addressables package version to 1.18.16. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html

  • Package: Updated Purchasing package version to 4.0.3. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html

  • Package: Updated ScriptableBuildPipeline package to version 1.19.2. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/changelog/CHANGELOG.html

  • Package: Updated XR Management package to version 4.1.0. Please refer to the package changelog online here:
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/changelog/CHANGELOG.html

  • Video: Increased VideoClipImporter version following a fix that adds missing platform dependencies in this importer.

Changes

  • Version Control: Improved usage analytics around Editor and Plugin version.

  • Version Control: Workspace Migration Adjustments.

Fixes

  • Android: Fixed an issue related to using a touchpad with Unity UI scroll rects. Touchpad scrolling is much more sensitive now on Android and Chrome OS. (1364582)

  • Android: Fixed an issue where a too large of no compress settings list would break apk build procedure. (1272592)

  • Android: Fixed an issue where Android on-screen keyboard dismiss behavior did not match iOS. (1274669)

  • Android: Fixed an issue where Resource.Load did not work when running universal.apk created from AAB which was built with Split Application Binary option enabled. In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)

  • Animation: Fixed animation curve editor swapping unintentionally when editing curves in two different inspectors. (1308938)

  • Asset Import: Fixed a crash (due to running out of VRAM) when many textures using DX11 were imported. (1324536)

  • Asset Pipeline: Fixed a crash that would occured when ImportAsset was called with "Assets\" path. Also fixed an issue where any folder path ending with path separator did not get imported. (1354411)

  • Asset Pipeline: Fixed an issue where the main object name in an asset did not update correctly when the asset was moved or copied. (1210886, 1227555)

  • Asset Pipeline: Fixed the progress bar being full during the import of assets issue. (1337397)

  • Audio: Fixed a crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode. (1354002)

  • Audio: Fixed an issue where audio source filters reset on unrelated parameter changes such as audio source volume or pitch and did not respond to component reordering. (1361636)

  • Audio: Fixed an issue where exposing multiple send levels in the audio mixer did not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. (1285638)

  • Audio: Fixed an issue where the inspector window did not immediately showing the "Wet" slider after selecting "Allow wet mixing" on an effect in the AudioGroup Strip View. (1276039)

  • Editor: Fixed an issue where LTS builds of the editor did not have their own entry in Add/Remove programs on Windows. (1267038)

  • Editor: Fixed launching a Linux standalone player whose folder is in $PATH (1339398)

  • GI: Fixed a reflection probes weight on flat objects issue. (1233991)

  • GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend. (1248311)

  • Graphics: Fixed a crash when closing BuildSettings and other windows when using Editor with Vulkan. (1362844)

  • Graphics: Fixed a high memory usage issue when running Unity in batch mode and importing a high number of assets. (1337474)

  • Graphics: Fixed a race condition deadlock when loading textures synchronously. (1353805)

  • Graphics: Fixed a RenderToCubemap offsets shadows issue when the material on the mesh had GPU Instancing enabled. This was fixed by adding support for STEREO_CUBEMAP_RENDER_ON for instanced rendering. (1086548)

  • Graphics: Fixed an issue were TextureIDs could leak upon recreating RenderTextures with explicit stencil views. (1365351)

  • Graphics: Fixed an issue where bilinear rescale on 32k wide or high images such that the image would flips around. (1340329)

  • Graphics: Fixed incorrect texture settings for externally created textures. (1358700)

  • IL2CPP: Fixed a crash during thread detach when many threads were calling reverse p/invoke wrappers at the same time. (1358863)

  • iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations (1287862)

  • Linux: Fixed an issue where the linux toolchain package was installed while editor is playing. (1344023)

  • macOS: Fixed a Xbox wireless gamepad triggers and DPAD issue that was not working with the old Input. (1342338)

  • macOS: Fixed an inverted Y position of mouse cursor issue when using New Input's Warp mouse. (1311064)

  • macOS: Fixed an issue where the Cursor.lockState registers inputed movement as if the mouse was moved to the center first before following the actual mouse movement. (1283506)

  • Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue. (1291175)

  • Particles: Fixed a smooth size update issue when during slow-mo scrubbing of the particle playback time. (1224857)

  • Particles: Fixed an issue where textures were not automatically marked as readable, if used by the Particle System Shape module. (1344356)

  • Particles: Fixed stuttering slow-motion preview issue when using Custom Data. (1365360)

  • Scene Manager: Fixed EditorSceneManager.sceneOpened event returns Scene object with some null properties issue. (1362627)

  • Scripting: Fixed a Debug.LogFormat(LogType, LogOption, Object, string, params object[]) overload to respect logEnabled and filterLogType logger settings issue. (1354586)

  • Serialization: Fixed an isssue to keep references to unknown ScriptableObject as "Missing" instead becoming "None" when loading Scene or Prefab. (1328065)

  • Serialization: Fixed an issue where a reference from Prefab to a missing asset became invalid once asset is added back to project, without reimport. (1270634)

  • Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. (1329514)

  • UI Toolkit: Fixed a precision errors in gamma-linear conversions. (1317742)

  • UI Toolkit: Fixed clipping issue with VisualElements that used the GroupTransform hint. (1328740)

  • UI Toolkit: Fixed highlighter positioning and draw order issue. (1174816)

  • Universal Windows Platform: Fixed an issue where DevicePortal deployment to did not handle both .appx and .msix packages. (1269676)

  • Universal Windows Platform: Fixed an issue where symbol file packaging failed when using the 'MasterWithLTCG' build configuration. (1345403)

  • Version Control: Fixed a low resolution icons in light theme issue.

  • Version Control: Fixed an issue where the history window would be blank.

  • Version Control: Fixed an issue with a missing Enterprise login link.

  • Version Control: Renamed the CoreServices namespace so it doesn't conflict.

  • Windows: Fixed an issue where the player icon was missing from the title after if the game was first launched in fullscreen mode and then later changed to windowed mode. (1361016)

  • XR: Fixed a crash with MockHMD (multipass) when a terrain was present. (1228228)

  • XR: Fixed a soft particles shaders for XR single-pass issue. (1332105)

  • XR: Fixed single-pass stereo state after shadow map rendering issue. (1335518)

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

LTS Release 2019.4.31f1

Released:

LTS Release 2019.4.31f1

Released:

Known Issues in 2019.4.31f1

  • Asset Bundles: Building process of the AssetBundles is slow when the file count is huge (1358059)

  • Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode (1354002)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

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

  • Graphics - General: RenderTextures break after switching window focus (1179935)

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

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

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

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

  • Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded (1364643)

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

  • uGUI: Poor performance when loading or unloading a large Scene (1360901)

  • Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file (1340340)

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

2019.4.31f1 Release Notes

Features

  • Android: Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices. These changes also include input-related and windowing improvements for Chrome OS.

  • Package: Updated ProBuilder 4.5.2. See the package change list for full list.

  • Version Control: Added ability to allow empty checkin messages.

  • Version Control: Added ability to modify assets without checkout.

  • Version Control: Added auto-login for SSO credentials handler.

  • Version Control: Added empty checking message localization.

  • Version Control: Added horizontal scroll bar to Changesets list for easier viewing.

  • Version Control: Added metrics for changeset tab usage.

  • Version Control: Added metrics for checkin actions.

  • Version Control: Added missing API documentation.

  • Version Control: Added new Undo icon.

  • Version Control: Added notification icon for incoming changes to Plastic toolbar button.

  • Version Control: Added Plastic toolbar button to Unity editor.

Improvements

  • Android: Add property PlayerSettings.Android.optimizedFramePacing API (1329232)

  • Asset Import: Improved loading performances of import settings for models with a lot of animation clips. (1338096)

  • Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. (1352803)

  • Editor: Added support for duplicate component names to UnityEvent selection popup. (1309997)

  • Graphics: Reduced main thread hitching caused by Shader loading.

  • iOS: Reduce memory usage for small uploads in UnityWebRequest. (1355235)

  • Shaders: Enabling "Optimize mesh data" in player settings no longer makes the build process significantly slower. (1349093)

API Changes

  • Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

Changes

  • Android: Updated Android Logcat package to 1.2.3.

  • Code Editor: Updated com.unity.ide.vscode to 1.2.4.

  • Editor: Updated com.unity.cinemachine to 2.6.10.

  • Services: Updated analytics package. Constantly repopulating a list of strings was causing the inspector panel for the analytics tracker to spam autosave in some cases (1150985)

  • Version Control: Changed "Launch Plastic" to "Launch Plastic SCM" in options menu.

  • Version Control: Changed Launch branch explorer into an icon with tooltip.

  • Version Control: Improved refresh icon resolution.

  • Version Control: Moved changesets time period selector to the right corner of the window.

  • Version Control: Moved incoming change prompt and button into a status bar.

  • Version Control: Moved number of selected items next to "Item" metadata title on the Pending Changes tab.

  • Version Control: Moved refresh button to the toolbar at the top right corner of the window.

  • Version Control: Moved search bar to the top right global icon section in all tabs.

  • Version Control: Reduced default number of columns in changesets tab.

  • Version Control: Removed "Changes of changeset" header on the Changesets tab.

  • Version Control: Removed the hide changes button in changesets tab.

  • Version Control: Removed the unneeded refresh button from History Tab.

  • Version Control: Status bar visible across all tabs.

  • Version Control: The number of changesets is no longer displayed in changesets tab.

  • Version Control: Updated capitalization of options in the Settings context menu.

  • Version Control: Updated file status icons.

  • Version Control: Updated tab button styling to be consistent with Unity Editor conventions.

  • Version Control: Wording change for plastic installation.

Fixes

  • 2D: Fixed a potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)

  • 2D: Fixed a vertices winding order for square polygonal Sprite generation issue. (1289069)

  • 2D: Fixed an issue where all open Scenes would get dirty when editing a SpriteShape Spline. (1346430)

  • 2D: Fixed an issue where Sprite outline in the Skinning Editor was not rendered based on Sprite's geometry. (1335586)

  • 2D: Fixed an issue which prevented the bone order to be rearranged in the Bone Influence tool.

  • AI: Fixed issue where the NavMesh was generated over a mesh marked as "Not Walkable". (1109195)

  • Android: Fixed cameras with depth only clear flickering or not rendering on Adreno devices issue. (1314872)

  • Asset Import: Fixed an issue where textures could not be extracted when the FBX file is located in a writeable package. (1329339)

  • Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. (1341752)

  • Editor: Fixed an issue that was spamming the Unity hub with infinite organization info requests from the Editor. (1358817)

  • Editor: Fixed an issue where the inspector did not displaying state and transition properties once duplicated. (1251586)

  • Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames (1294730, 1360931)

  • Editor: Fixed an issue with nested enumerator execution order.

  • GI: Fixed an issue when the Editor crashed on EnlightenSceneMapping::GetTerrainChunkUVST when loading a scene with a corrupt Lighting Data Asset. (1325758)

  • GI: Fixed an issue where the LightProbes.needsRetetrahedralization did not get invoked in IL2CPP builds. (1338514)

  • Graphics: Fixed a crash during import in very large projects. (1339246)

  • Graphics: Fixed an issue where Player: SRPBatcher was not increasing CBuffer size when material shader was changed. (1353368)

  • Graphics: Fixed for Validation error when running game in HDR.

  • IL2CPP: Avoid possible memory corruption when a generic field is of a type which has an explicit layout, and the generic type has another type with explicit layout as a field. (1337921)

  • IL2CPP: Corrected the behavior of Marshal.Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field. (1346805)

  • Input System: Fixed an issue where the Y coordinate was being flipped in Windows Player when WarpCursorPosition in Input System. (1355722)

  • iOS: Fixed an issue where analytics temporary data was stored in a user accessible folder. (1211659)

  • iOS: Fixed an issue where Bluetooth keyboards did not handle input outside of text entry again. (1355543)

  • iOS: Fixed an issue where presentation controller dismissal resulting in black screen when allowed orientations were changed while showing it. (1304313)

  • iOS: Fixed an issue where there was missing iPad Air 3rd gen and iPad Mini 5th gen enums. (1354041)

  • iOS: Fixed an issue where UaaL was notdisplayed properly if embedded in app with SceneDelegate support. (1266702)

  • Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. (1346205)

  • Mono: Fixed a crash in mono_thread_get_undeniable_exception. (1308625)

  • Particles: Fixed occasional corrupt particle colors when using a Skinned Mesh Renderer in the Shape Module. (1332410)

  • Prefabs: Fixed a crash when apply GameObjects or Components to Prefab while the Asset Pipeline was paused. (1324978)

  • Profiler: Fixed an issue where there was no error message when trying to load old profiler data format and direct users to load the data in unity 2018.4. (1341972)

  • Scene/Game View: Fixed Hierarchy not allowing drag and drop references to be placed between root objects marked as not editable. (1337512)

  • Scripting: Fixed a crash in UnityLinker while processing the assembly override version of UnityEngine.UIElementsModule.dll. (1328995)

  • Scripting: Fixed an issue where "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) was not waiting for playmode to be fully disabled before compiling scripts. (1326820)

  • Scripting: Fixed performance regression when activating/deactivating panels in a canvas. (1348763)

  • Universal Windows Platform: Fixed a race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. (1345877)

  • Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field (1360514)

  • Version Control: Fixed a workspace NullReferenceException issue.

  • Version Control: Fixed an issue when context menu would sometimes disappear.

  • Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project.

  • Version Control: Fixed auto login errors not showing up for users.

  • Version Control: Fixed notification icon not showing on Plastic window.

  • Version Control: Fixed small textbox on checkin dialog when launched from context menu.

  • Version Control: Fixed unexpected error message after user switched workspace to a label

  • WebGL: Fixed an error with prevViewport upon full screen resize.

  • WebGL: Fixed Keyboard.current and Mouse.current to be immediately available in MonoBehaviour.Start() functions, instead of returning null. (1239007)

  • XR: Fixed an issue with camera depth normals pass in XR. (1284715)

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

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