Select 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 2019.2.18f1
Graphics - General: Shader is rendered incorrectly when loaded from an Asset Bundle made in Unity 2017.4 in a newer version (1195750)
IMGUI: NullReferenceException is thrown when invoking EditorGUIUtility.ShowObjectPicker (1206893)
Input: [Windows] IMGUI input doesn't work in builds when using preview InputSystem package (1183394)
Shuriken: ParticleSystem.SetParticles crashes the Editor when writing particle list to array and Particle System has a size module enabled (1197761)
Shuriken: Semaphore.WaitForSignal under Canvas.BuildBatch causes a slow editor in Play mode (1178300)
2019.2.18f1 Release Notes
System Requirements Changes
Android: Fixed a physics performance issue on ARM64 on certain devices with power mode disabled. (1186295)
Android: Fixed Additional IL2CPP arguments were only applied to one target when building for multiple architectures on Android. (1185063)
Animation: Fixed an issue with human hierarchy validation on nested humanoid characters when using animation C# jobs. (1201991)
Apple TV: Fixing an issue where TouchScreenKeyboard.visible does not get set to false when the keyboard is dismissed on tvOS. (1171490)
Editor: Fixed an issue with External Script Editor "Open by file extension" option was not working. (1198526)
Editor: Increased the length limit on the menu names from 127 to 255. (1196971)
Graphics: Fixed an issue that caused point lights not batch correctly. (1179976)
Graphics: Reset current RT to override currently stored store actions. (1188663)
Input: Added support for Pause, Menu, Left and Right stick PS4/Xbox controller buttons on iOS platforms. (1184465)
ios: Fixed an issue where GUI.RepeatButton returns true only when the button is released. (1187026)
Profiler: Fixed an issue where UI Profiler preview was not displaying the Objects. (1194819)
Profiler: Fixed an issue with Target Selection drop-down menu got stuck on "Autoconnected Player" after failing to connect to a player. (1193777)
UI: Fixed a sorting issue when rendering Camera and World space canvases on multiple displays. Screen space UI would caused Z testing to be disabled for any displays that were rendered after that display. (1199369)
UI: Fixed an issue with EventSystem not being created when an EventSystem prefab was loaded but not in the scene. (1200002)
Video: Fixed a Window 7 issue where VideoPlayer.Prepare causes a stack overflow crash if Video is loaded from asset bundle. (1190915)
Windows: Increased the maximum path length that Unity Projects may be in to produce working UWP and Standalone builds on Windows. (1198179)
XR: Fixed an image corruption issue when renderViewportScale is changed with HDR off. (1130382)
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 12.04+, SteamOS+
- Graphics card with DX10 (shader model 4.0) capabilities.
- CPU: SSE2 instruction set support.
iOS player requires iOS 9.0 or higher.
Android: OS 4.1 or later; ARMv7 CPU with NEON support or Atom CPU; 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