发行说明

Known Issues in 2019.3.12f1

  • 2D: Entering / leaving Play mode results in long wait times when a specific prefab with Grid / Tilemap components is in the scene (1240640)

  • Asset Import Pipeline: Editor is stuck compiling or crashes when importing prefab referencing scripts from precompiled libraries (1217707)

  • Asset Import Pipeline: Importing project freezes on 'Initial Asset Database Refresh' when there's a meta file containing big amount of user data (1241933)

  • Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)

  • Audio: AudioSource PlayScheduled plays sound at random intervals with random variation when any filter component is present (1241932)

  • Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)

  • Deployment Management: [Deployment] For an unsaved scene when Graphics API is changed, Graphics API is switched even after closing API modified window (1240813)

  • Global Illumination: Unity crashing when baking lights and generating light UV (1118524)

  • Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)

  • Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)

  • 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: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)

  • Graphics - General: [HDRP][macOS] Unity crashes when changing Device to Use setting from Automatic to Intel GPU (1242057)

  • 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)

  • Linux: [Editor] Input.GetAxis("Mouse ScrollWheel") always returns 0 when Cursor.lockState is set to CursorLockMode.Locked (1219781)

  • MacOS: Editor is leaking memory when Aura Camera component is attached to a GameObject in the scene and Aura preview is enabled (1229502)

  • MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)

  • MacOS: [macOS] Editor crashes when trying to access audio capture devices (1227607)

  • Mobile: [Android][IL2CPP] App crashes after executing Application.Quit (1233578)

  • Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)

  • Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)

  • Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)

  • Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)

  • Scene Management: Prefab Variant Transform fileId changes (1238280)

  • Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)

  • Scripting: ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit (1204885)

  • Themes: Components of a gameObject are not displayed in Inspector if its tag is deleted (1240105)

  • WebGL: Built project causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)

  • WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL (1188316)

  • Windows: TDR Crash when opening a project with Image Sharpening enabled (1238022)

2019.3.12f1 Release Notes

Fixes

  • 2D: Calling ReleaseAsset() on AssetReferenceSpriteAtlas results in lost reference and unusable SpriteAtlas (1185717)

  • 2D: Fix crash with TilemapRenderer when Tilemap contains Sprites with the same texture but have different vertex attributes. (1221127)

  • 2D: Fix rendering of Tilemap Sprites using SpriteAtlas when the Sprites are late-bound to a SpriteAtlas (1228451)

  • Android: Fix building with target SDK < 28 (1235468)

  • Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)

  • Asset Pipeline: Speedup searching for assets by label (1215544)

  • Editor: Fix alignment issues for Glyph tables in inspector (1201325)

  • Editor: Fixed an issue where editor freezes when closing a custom Editor window that is referenced by another custom Editor window. (1201522)

  • Editor: OmniSharp project reference warnings are thrown in VSCode console when using VSCode

  • Editor: Reset accellerometer values when Unity Remote 5 disconnects from Editor (1200457)

  • Editor: Stop dirtying all scenes when duplicating a GameObject. (1219498)

  • Graphics: Fixed case where the size of shadow maps (RenderTexture) was reported incorrectly (too large). Sizes now correspond to the ones reported by RenderDoc. (1172032)

  • macOS: Fixed Mac GPU selection when a system has two or more GPUs with the same name. (1233516)

  • macOS: Mac GPUs are now ordered by external, dedicated, integrated. (1215848)

  • Playables: Fix crash when calling RebuildGraph() when processing playable notifications. (1187961)

  • Prefabs: Fix crash when variant get a self reference through it base prefab (1225758)

  • Prefabs: Fix slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)

  • Profiler: Fixed an issue where references for some native types would no longer be captured (1234714)

  • Scripting: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated

  • Serialization: Fix the order of main object/instance object deserialization callbacks in the presence managed references (1216813)

  • Serialization: When resizing a managed reference array through SerializedProperty, insert null references instead of duplicating the last reference id (1228136)

  • Video: Fixes video stuttering when large screen target resolution is set and Vsync is disabled (1232889)

  • XR: Fix APK crash on Oculus Quest (1233626)

Changes

  • Editor: Add PerformanceTracker API and ProfilerMarker filtering to allow package com.unity.performance-tracking to be used in 2019.3

Improvements

  • XR: Update XR Management Plugin for improved user workflow.

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

变更集: 84b23722532d

Unity 2019.3.12

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