Unity 2019.4.27

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Known Issues in 2019.4.27f1

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

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

  • Editor: Can become slow when inspecting a Scriptable Object with hundreds of serialized fields (1311325)

  • Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button (1334283)

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

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

  • 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)

  • Mono: [macOS] Unity crashes when exception thrown after a DLL has been loaded (1318755)

  • OpenGL: SRP Batcher not working with OpenGL APIs when the project is built (1331098)

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

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

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

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

  • uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text (1331297)

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

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

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

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

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

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

2019.4.27f1 Release Notes


  • Scripting: Added a toggle option to suppress common C# warnings in Unity (enabled by default) in the Player Settings.

  • XR: Updated Windows MR XR SDK Plug-in to 2.8.0.

  • XR: Updated XR Plug-in Management to 4.0.5.


  • Scripting: Added Flags attribute to SelectionMode enum. (1298921)


  • AI: Fixed a crash happening occasionally when computing the NavMesh. (1332341)

  • Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. (1300914)

  • Asset Import: Fixed an issue where External Objects were no longer displayed when selecting a Text Asset. (1301327)

  • Asset Import: Fixed an issue whereby Texture Importer no longer secretly defaults values to a negative. (1204566)

  • Asset Pipeline: Fixed a crash that could occur when downloading assets from cache server. (1319521)

  • Asset Pipeline: Fixed asset that could get reported when projectsetting.asset file is modified directly. (1270162)

  • Editor: Fixed an issue that prevented a developer to enable extended logging to editor.log. The extended logging includes timestamp and thread id (hex) prefix to each entry. (1326076)

  • GI: Fixed an issue that was slowing down the GI main thread initialization on Editor startup. (1162775)

  • Graphics: Fixed an issue where Metal compute shaders were not showing in compiled shader code. (1320184)

  • Graphics: Fixed an issue with the scratch buffer reuse on Metal which could cause unwanted artifacts during particle simulation. (1259523)

  • iOS: Fixed an issue where you are unable to combine the last input character in Text Input Field when character limit exists in some languages. (1321661)

  • iOS: Fixed occasional crash on shutdown in UnityMetalMemorylessDepth. (1333487)

  • Prefabs: Fixed an issue where Instantiating, duplicating or updating prefabs no longer disables and re-enables the whole hierarchy, just the prefab instance. (1269686)

  • Scripting: Fixed an issue during that could occur during the instantiation of Unity objects defined in types and under more than one level of nesting. (1299861)

  • Scripting: Fixed an issue to ensure a virtual call is made when delegate target is another delegate targeting a virtual method. (1188422)

  • Scripting: Fixed an issue whereby Assembly Version Validation can now be enabled or disabled for the editor when the project is setup to run on IL2CPP backend. (1307810)

  • Text: Fixed a potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.

  • Text: Fixed an issue where GetPathsToOSFonts() was not returning all system font files.

  • UI: Fixed a clipping issue with VisualElements that use the GroupTransform hint, the nested masking which is not supported in this version, would force the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen. (1328734)

  • Video: Fixed an issue where "WindowsVideoMedia error 0xc00d36b4" error was thrown when loading a video with the VideoPlayer [Windows 7] . (1306350)

  • XR: Fixed an issue to by adding a warning indication when camera projection sets to Orthographic when XR is running to fix error spamming. (1305592)

  • XR: Fixed an issue whereby Metal textures can now be allocated in XR Provider Plugins and shared via IOSurface.

System Requirements

For development

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

CPU: SSE2 instruction set support.

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

The rest mostly depends on the complexity of your projects.

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

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

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

For running Unity games

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

  • Desktop:

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

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

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

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

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


Third Party Notices

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

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