Additional downloadsSelect the runtime platforms of your choice from the list below (the desktop runtime is included as standard) or, to install the full complement of runtime platforms, use the download assistant installer above.
Known Issues in 2019.4.4f1
AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)
Animation: Inspector not displaying state and transition properties once duplicated (1251586)
Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)
Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)
Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)
CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)
Global Illumination: [URP] Transparencies are ignored because URP uses _BaseMap as main texture identifier (1246262)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly (1193773)
IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)
IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)
Linux: Having same case-insensitive named assets causes infinite import looping (1194431)
MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)
Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)
Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)
Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)
Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)
Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)
Windows: Cannot activate license within a docker container (1193364)
2019.4.4f1 Release Notes
2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)
2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated
Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)
Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)
Asset Pipeline: Fixed issue triggering Asserts (1238301)
Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)
Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)
Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)
Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)
Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)
Graphics: Add a getter for GameObject scene culling mask. (1248283)
Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.
Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. (1254370)
Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)
iOS: fixed Screen.orientation being Unknown for several frames at startup (1251276)
Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.
Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)
Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)
Scripting: Debugger improvements and crash fixes (1249172)
Scripting: Fix an error for async debug of a generic method (1241280)
Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points (1241344)
Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly (1235903)
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:
- 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