Unity 2019.4.34

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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


  • 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.


  • 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:

API Changes

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


  • 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:

  • 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.


  • 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


Third Party Notices

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

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