Unity 2019.3.0 Alpha 4

Released:
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 2019.3.0a4

  • 2D: First time entering playmode extremely slow when project contains many ScriptableObject assets (1147549)

  • 2D: [Sprite Atlas] Null reference on selecting sprite atlas during/after play mode (1157053)

  • Animation: Clamp Blendshapes is enabled by default when creating new projects (1146794)

  • Asset Importers: Crash when regenerating SpeedTree Materials, but only when using Asset Database V2 (1144442)

  • Asset Importers: Editor crashes on FillMeshFromEntities after importing big .skp file on any project (1152480)

  • Asset Importers: NullReferenceException occurs on reloading the Inspector with a C# script selected (1157050)

  • Asset Importers: Prefabs lose references to unnamed meshes after upgrading the project to 2019.1.0a10 and above (1147902)

  • Asset Importers: [2D] Files get converted to sprites without hitting apply after refocusing unity (1154885)

  • Assets Management: "Multiple Input Managers are Loaded of type" errors when building a project while multiple managers are opened (1147011)

  • Assets Management: AssetDatabase V2 gets stuck while importing (1149059)

  • Assets Management: Crash on "CollectAndProduceGameObject' when opening Project or entering Play mode (1147211)

  • Bugreporter: Bug Reporter doesn't launch when trying to open it from the Editor or crashing the Editor when there are a lot of files (1152212)

  • CodeEditors: Debugging Unity C# code containing Async/Await breaks debugger & causes Editor to hard crash (1153078)

  • CodeEditors: Exiting the Update method with debugger after async/await Task.Run(method) is called will cause Unity to crash (1153172)

  • Deployment Management: IL2CPP download option is not available in Build and Setiings window (1158885)

  • Editor - Other: Animator - NullReferenceException when dragging reorderable lists in Layers or Parameters (1154716)

  • Editor - Other: Changeset window description field is displayed in a single line (1154901)

  • Editor - Other: Crash on TextRenderingPrivate::GetFormatString when using specific string (1150645)

  • Editor - Other: CustomPropertyDrawers have different behavior now in 2019.2 (1156837)

  • Editor - Other: Modified values of prefab instance should be shown in bold (1158005)

  • Editor - Other: [HUB] On Activating Pro License editor Skin stays personal (1109146)

  • Global Illumination: Application.Quit() triggers an Assertion failed on expression: 'm_DataMap.size() == 0 (1158498)

  • Global Illumination: [Lighting] Infinite error loop after assigning 2D texture to custom cubemap property of reflection probe (1156727)

  • Graphics - General: Crash when accessing a Mesh via a Mesh Filter in a Coroutine after loading a Prefab from a Bundle (1158763)

  • Graphics - General: [2019.1][Vulkan][DirectX 11] Using Models with Blend Shapes causes the Skinning to happen on the CPU instead of the GPU (1134323)

  • Graphics - General: [TextureImporter] Texture Importer applies settings before they are Applied in the Inspector (1158217)

  • Hub: Selection highlight doesn't appear when locating a new Unity version (1154984)

  • IAP: [MacOS][IL2CPP][IAP] Build fails on MacOS with scripting backend set to "IL2CPP" (1104495)

  • LW RP: Building project gets stuck on "Compiling shader variants" dialog when Lightweight Render Pipeline/Lit shader is compiling (1090892)

  • Linux: Game object Start and Update methods are not called for game objects created from Editor Mode tests (1157976)

  • MacOS: [Mac] [Shader] Importing Tessellation shaders on mac with metal graphic api leads to editor crash (1158299)

  • MacOS: [Metal] Poor performance when moving around undocked Editor windows (1154920)

  • MacOS: [OSX] Default Icon for Mac Standalone is distorted (1152484)

  • Package: UWP building process fails when the project has an Immediate Window package installed (1150019)

  • Physics2D: Colliders are not merged when using CompositeCollider2D (1156794)

  • Physics: Crash on PhysicsScene::ProcessTriggerEnterExits when splitting meshes that also exit a Trigger with OnTriggerExit (1155827)

  • Physics: Editor crashes on opening Cloth Constraints window (1154566)

  • Post Processing: Some Clear flags of Cameras are not working when using Post Process Layer and Directly to Camera Target is set to true (1119198)

  • Project Browser/Hierarchy: [Editor] Files are not being added to assets folder if dragged and dropped in empty space below the package manager folder (1150509)

  • Project Browser/Hierarchy: [Improved Prefabs] Editor freezes with the infinite error loop after deleting the prefab with light probes when auto-bake is on (1156017)

  • Scene Management: Editor crashes while importing a specific prefab (1153091)

  • Scene Management: Prefab mode does not show the selected prefab after leaving Play mode, Scene/Game windows visible, Entities package installed (1157434)

  • Scene Management: [Improved Prefabs] Opening file failed popup appears on duplicating probes and creating a prefab of Light Probe Group (1155989)

  • Scene Management: [Improved prefabs] Joint prefab loses all data when its prefab is deleted from the project (1158288)

  • Scripting Upgrade: AssemblyUpdater silently fails if its path contains spaces (1154131)

  • Scripting: Editor silent crash when attempting to load a new Scene after allocating data (1137077)

  • Scripting: UnityEngine.UI reference is missing in Assembly Definition Assemblies and Plugins (1154163)

  • Terrain: Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor (1148469)

  • UI Elements: Text is overflowing out of scrollview on scrolling down (1153347)

  • UI: Text input field does not resize in the inspector. (1156028)

  • UI: Re-enabling game object with "Toggle group" loses information about previously checked toggle (1146883)

  • UI: UI references to public script functions lost on upgrade (1156772)

  • VR: [Oculus GO] PostProcessing effects are not applied to built applications (1103954)

  • VR: [VCS] XRSettings file shows checkout pop up which is inconsistent with other settings files (1144407)

  • Video: [Windows 7] Crash on WindowsVideoMedia::CopyToRGBA when importing video file (1154547)

  • XR: Cardboard projects will default to 30fps unless targetFrameRate is set to 60. (1143799)

New 2019.3.0a4 Entries since 2019.3.0a3

Features

  • Graphics: SRP Batcher now support Skinned Mesh rendering

Backwards Compatibility Breaking Changes

  • Android: Updated Android NDK used to version r19

  • Kernel: Added LazyLoadReference to defer loading of assets until accessed.
    This is a new issue, not seen in any released version.

  • Timeline: Enabled rectangle tool for inline curves.

  • UI: Removed obsolete GUILayer, GUITexture and GUIText components.
    This is a new issue, not seen in any released version.

  • Version Control: Assets menu Version Control submenu got moved near top of the menu, into the same place where Collaborate menu is.

Improvements

  • 2D: Add multi-texture support to SpriteShapeRenderer

  • 2D: Add multi-texture support to TilemapRenderer

  • GI: Added extra verification for Experimental.Lightmapping.SetCustomBakeInputs API to make custom bake easier to use.

  • Graphics: Mesh class got HasVertexAttribute and GetVertexAttributeDimension methods.

  • Graphics: Mesh class got slice-style setters, e.g. SetVertices(Vector3[] data, int start, int length).

  • Graphics: Mesh class SetIndices/GetIndices got 16-bit index format overloads.

  • Graphics: Optimized away a redundant memory copy in Mesh.GetIndices implementation.

  • UI: Adding ability to modify the pixel per unit used during the calculation of sliced and tiled sprites.
    This is a new issue, not seen in any released version.

  • Version Control: Inspector VCS status bar was moved to the top, and in addition to "Checkout" got "Add", "Lock", "Unlock", "Submit" buttons when appropriate.

Fixes

  • Asset Bundles: Fix an error that caused assets with identical names to become unloadable if there is a name collision (1140186)

  • Asset Import: Fixed AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491)

  • Build Pipeline: Fix to properly disable the build buttins while the editor is compiling and the Assetdatabase is not ready. (1151099)

  • Build Pipeline: Fixed issue where inactive scenes were getting calculated into the scene build indexes (977745)

  • Editor: Fix crash when calling Application.Exit() from a static constructor on a type marked [InitializeOnLoad] (1153197)

  • Editor: Fix issue with dead area aroud scene view overlay windows (1147144)

  • Editor: Fixed an Editor crash when clicking Shader dropdown in Material inspector (1150686)
    This has already been backported to older releases.

  • Editor: Fixed an issue where double clicking on the folders in the project browser in one column layout gives an error. (1151435)

  • Editor: Fixed game view rescaling when entering the play mode (1140742)

  • Editor: Fixed several inspector windows layouting and rendering issues (1148706)
    This has already been backported to older releases.

  • Editor: Fixed touch issues with the editor on Windows (MouseDown position is more precise and dragging a property value on the edge of the screen no more increases the value exponentially)

  • Editor: Play mode Color tint is not removed when Play mode cannot be entered due to compiler errors (1141886)

  • Editor: Sorting Group inspector could not be toggled on (1134112)
    This has already been backported to older releases.

  • Editor: Visual studio 2015 opens up instead of 2017 (1152149)

  • GI: Added a new exposure controller for lightmap modes in in the Scene View.
    This is a new issue, not seen in any released version.

  • GI: Faster editor shutdown when baking with progressive lightmapper. (1148686)

  • GI: Redid how editing and selection of probes work, and fixed a few overflow issues in the input fields.
    This is a new issue, not seen in any released version.

  • GI: Reverted light probe fix that resulted in a selection issue regression. (1152479)

  • Graphics: Fix FrameTimingManager when using Vulkan (1152859)

  • Graphics: Fixed case where RenderSurfaces could not be created on DX12 (1155163)

  • Graphics: Fixed excessive texture mip reduction during texture streaming when texture quality settings applied.

  • Graphics: HDRP/Lit shader is not rendered in standalone build when SRP Batcher is used (1147949)

  • Graphics: Support CopyTexture between texture of different format when their element byte size are compatible
    This is a new issue, not seen in any released version.

  • Particles: Add error when calling Gradient.Evalute with a NaN (1147106)
    This has already been backported to older releases.

  • Particles: Ensure curve previews are updated when pasting component values (972302)
    This has already been backported to older releases.

  • Particles: Ensure Force Fields belonging to disabled Game Objects do not affect any Particle Systems (1149364)
    This has already been backported to older releases.

  • Particles: Ensure particle trails start from exact particle spawning position (1147999)
    This has already been backported to older releases.

  • Particles: Fix assert in debug builds due to invalid sampling of an Animation Curve in a rare edge case (1111257)
    This has already been backported to older releases.

  • Particles: Fix crash when a Particle System destroys itself with stop action "Destroy" (1147642)
    This has already been backported to older releases.

  • Particles: Fix flickering sub-emitter trails if sub-emitter particles are cleared before Particle System finishes playing (1146677)
    This has already been backported to older releases.

  • Particles: Fix glitches when rendering trails and using Custom Simulation Space together (1092072)
    This has already been backported to older releases.

  • Particles: Fix jitter when updating position in LateUpdate and using Custom Simulation Space (1149016)
    This has already been backported to older releases.

  • Physics: Selecting "Reset" on an EdgeCollider2D or PolygonCollider2D component whilst editing them now correctly updates the editing gizmo. (1154593)

  • Prefabs: Disable editing the name of the root GameObject of a Prefab Asset. (1146439)

  • Prefabs: Fix editor freezing if error is thrown while modifying multiple Prefab assets. (1150176)

  • Prefabs: Fix nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699)

  • Prefabs: Fix Scene view skybox toggle not working in Prefab Mode if no Prefab editing environment scene is specified. (1153083)

  • Prefabs: Fix undo of prefab asset after using Apply All from the overrides dropdown. (1150496)

  • Shaders: Fixed shader include errors after package updates. (1141216)

  • Terrain: Fixed crash on painting terrain with QualitySettings below fullres (1148582)

  • Timeline: A timeline will now be played correctly when building a player with Mono and Managed Stripping Level set higher than Low (1133182)
    This has already been backported to older releases.

  • Timeline: Cleared invalid assets from the Timeline Clipboard when going into or out of PlayMode (1144473)
    This has already been backported to older releases.

  • Timeline: Clips will no longer randomly disappear when showing or hiding inline curves (1141661)
    This has already been backported to older releases.

  • Timeline: Copying a Control Clip during play mode no longer throws exceptions (1141581)
    This has already been backported to older releases.

  • Timeline: Fixed director controls being disabled in subtimelines (1133836)
    This has already been backported to older releases.

  • Timeline: Fixed issue where a Signal Emitter placed at the start of a timeline would be fired twice (1149653)
    This has already been backported to older releases.

  • Timeline: Fixed issue where an exception was thrown when clicking on a SignalEmitter with the Timeline window in asset mode (1146261)
    This has already been backported to older releases.

  • Timeline: Fixed issue where the Emit Signal property on a Signal Emitter would not get saved correctly (1148709)
    This has already been backported to older releases.

  • Timeline: Fixed record button state not updating when offset modes are changed (1142747)
    This has already been backported to older releases.

  • Timeline: Going to Play Mode while inspecting a Track Asset will no longer throw exceptions (1141958)
    This has already been backported to older releases.

  • Timeline: Playhead will not be drawn above the bottom scrollbar anymore (1134016)
    This has already been backported to older releases.

  • Timeline: Prevented the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened (1147247)
    This has already been backported to older releases.

  • Timeline: Resizing Timeline's window no longer affects the zoom value (1147150)
    This has already been backported to older releases.

  • Timeline: Snap relaxing now responds to Command on Mac, instead of Control (1149144)
    This has already been backported to older releases.

  • Timeline: The global/local time referential button will no longer be shown for a top-level timeline (1080872)
    This has already been backported to older releases.

  • Timeline: The Signal Asset creation dialog will no longer throw exceptions when canceled on macOS (1141959)
    This has already been backported to older releases.

  • UI: Adding uv2 and uv3 copying from the UIVertex AddVert overloaded API

  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)

  • UI: Fix performance issues with animation by not dirtying the layout if a animation updates the items.

  • UI: Fixing issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606)

  • UI: Fixing issue where rich text tags would get verticies generated causing very large vertex buffers.

  • UI: Fixing performance issue with CanvasGroup getting notifications all the time (1149387)
    This has already been backported to older releases.

  • UI: Recreate the gfx buffer if the stride size changes. (1143087)
    This has already been backported to older releases.

  • UI: removing sprite mesh caching optimization as it was causing too many issues (1143135)
    This has already been backported to older releases.

  • UI: removing the ref requirement from the AllSelectablesNoAlloc

  • UI: Update SetChildAlongAxis to have matching SetChildAlongAxisWithScale that takes a scale as default values will cause confusion in which function needs to be used

  • UI Elements: Extend VisualElement.generateVisualContent to support textures and UVs, and expose VisualElement.usageHints for performance optimization based on expected usage
    This is a new issue, not seen in any released version.

  • UI Elements: Fixed potential instability or non-determinism caused by loading a resource from a static InitializeOnLoad constructor.

  • UI Elements: Property field layout computations for Vector data types (1145908)
    This has already been backported to older releases.

  • Version Control: Fixed Script Execution Order inspector "Apply" button in some cases throwing errors under Perforce. (1153207)

  • Version Control: Fixed version control window selection highlight being of wrong color in Linear color space. (956944)

  • Version Control: Inspector VCS status bar no longer displays two rows when asset and .meta state is different; instead the label & tooltip reflects that.

  • Version Control: ProjectSettings and QualitySettings mark themselves as "modified" much less often, when setter APIs with identical values as before are called on them. (1151097)

  • Video: Fix for crash when trying to Play a VideoPlayer when running with -nographics (1150850)

  • WebGL: Fixed an issue with stuck keys when canvas loses focus in WebGL (1129894)

  • XR: Add pointer access hardening in areas reported by Microsoft Watson. (1152855)

  • XR: Fix for Render Viewport Scale jitter/shake when render viewport scale changes continuously (1153261)

Preview of Final 2019.3.0a4 Release Notes

System Requirements Changes

For running Unity games

Features

  • Android: Unity as a Library enables to integrate unity in other native Android applications

  • Editor: Domain reload and / or scene reload could be disabled when entering play mode to allow faster iteration times in the editor.

  • Editor: Users can set custom ui scaling across the editor on windows

  • GI: GPU lightmapper: Added submesh support

  • Graphics: SRP Batcher now support Skinned Mesh rendering

  • iOS: Unity as a Library enables to integrate unity in other native iOS applications

  • Package Manager: Enable UI support for git package installation in the package manager window

  • Timeline: Added auto scroll option in Timeline Editor.

  • UI: Unity UI is now a package.

  • UI Elements: New floating tool windows available for GraphView-based products (note that each individual product is responsible for enabling them)

Backwards Compatibility Breaking Changes

  • Android: The option to target x86 for Android has now been removed.

  • Android: Updated Android NDK used to version r19

  • Editor: In the Scene View camera settings window, removed the slider to set easing duration.

  • Graphics: Adding explicit depth resolve to RenderPass Metal

  • Scripting: Incremental GC is now no longer marked as "Experimental"

  • Timeline: Enabled rectangle tool for inline curves.

  • Timeline: Updated Timeline package version to 1.1.0

  • Universal Windows Platform: Removed icons that were only used on Windows 8.1 apps from Player Settings (1139095)

  • Version Control: Assets menu Version Control submenu got moved near top of the menu, into the same place where Collaborate menu is.

  • Video: Legacy MovieTexture (Theora-based video playback system) has been removed. Use VideoPlayer instead.

Improvements

  • 2D: Add CreateTileFromPaletteAttribute to allow users to specify how and what Tiles are created when dragging and dropping assets to the Tile Palette Window

  • 2D: Add multi-texture support to SpriteShapeRenderer

  • 2D: Add multi-texture support to TilemapRenderer

  • 2D: Add toggle to allow changing of Z Position with GridBrush

  • 2D: Allow users to convert Prefabs to Tile Palettes by dragging and dropping a valid Prefab onto the Tile Palette Window

  • 2D: Expose GridPaintingState APIs to allow users to programatically change Tile Palette Painting states

  • Android: Allow custom UnityPlayerActivity implementations modify the command line arguments passed to Unity during startup.

  • Android: Enabled Vulkan support for Optimized frame pacing on Android.

  • Android: Make use of cpu_capacity for big.LITTLE core detection on devices where it's supported by the Linux kernel

  • Editor: Added a toggle to the scene camera settings to disable infinite acceleration when navigating with flying mode.

  • Editor: Added Enable Code Coverage option in General Preferences. Added a popup and a console warning that notify users of performance being lower when Coverage is enabled. Displaying [CODE COVERAGE] to the Window Title when Coverage is enabled.

  • Editor: Added SceneVis ShowAll shortcut

  • Editor: Added shortcut entries for SceneView camera modes

  • Editor: Added support for generics to UnityEditor.TypeCache API

  • GI: Added extra verification for Experimental.Lightmapping.SetCustomBakeInputs API to make custom bake easier to use.

  • GI: Don't show the ReceiveGI.LightProbes objects in the "Lightmap indices" visualisation view.

  • GI: Increased editor responsiveness during baking with GPU lightmapper with AMD GPUs.

  • GI: Performance improvement: Only denoise AO buffer if AO is enabled.

  • GI: Reduce overhead in compositing when baking lightmaps with GPU lightmapper.

  • Graphics: Improved error logging in case ETC texture compression fails in the Editor

  • Graphics: Improved sRGB fallback to unorm format warning to explain how to silent it. (1127043)

  • Graphics: Mesh class got HasVertexAttribute and GetVertexAttributeDimension methods.

  • Graphics: Mesh class got slice-style setters, e.g. SetVertices(Vector3[] data, int start, int length).

  • Graphics: Mesh class SetIndices/GetIndices got 16-bit index format overloads.

  • Graphics: Optimized away a redundant memory copy in Mesh.GetIndices implementation.

  • Graphics: Vulkan texture creation during async load optimised to remove hitches for large textures

  • iOS: Metal: Warn user if he does render MeshTopology.Points with shader that do not have PSIZE output

  • Kernel: Introducing new serialization attribute: SerializeReference

  • Package Manager: Added a new git attribute to the PackageManager.PackageInfo C# class (https://docs.unity3d.com/ScriptReference/PackageManager.PackageInfo.html).

  • Package Manager: Added conflict resolution information logging in upm.log during the resolve operation.

  • Package Manager: Conflicts are no longer reported as errors when the requested dependency of a package is satisfied by a greater major version.

  • Package Manager: Reduce Editor LastLayout file size

  • Particles: Expose the "particle" property in the EmitParams, so users can easily override every proeprty of emitted particles.

  • Profiler: Added Profiler Preferences with ability to tweak visible frame count in Profiler Window.

  • Profiler: Added thread dropdown to Hierachy View of Profiler Window

  • Profiler: Improved information about shader compilation in the profiler.

  • Profiler: Reduced profiler overhead when flushing data from Job threads.

  • Shaders: Added an checkbox in Graphics Settings to enable logging information about shader compilation at runtime (development and debug only).

  • Shaders: Adding for C# keyword stripping local keywords support. Improving performance for variant shader variant finding

  • Timeline: Scrolling horizontally with either the mouse wheel or track pad now pans horizontally in Timeline's clips area.

  • Timeline: Scrolling with either the mouse wheel or track pad is now context-sensitive in Timeline. It zooms if the pointer is above the clips area, it pans everywhere else.

  • UI Elements: On SM3.5+, both point and bilinear textures will be elligible to enter the automatic atlas (if the other criterias such as size are fulfilled as well). Below SM3.5, only bilinear sampling is required and using point sampling will break batches.

  • Universal Windows Platform: Player Settings inspector will now warn when selected icons are too large and will fail Windows App Certification Kit tests (1146113)

  • Version Control: Added a confirmation dialog for moving or renaming folders under version control (1108630)

  • Version Control: Inspector VCS status bar was moved to the top, and in addition to "Checkout" got "Add", "Lock", "Unlock", "Submit" buttons when appropriate.

  • Windows: Added a Player Setting for reverting to BltBlt swapchain model which was used before 2019.1. This enables several scenarios like transparent window to be used once again (1107463)

  • XR: [Lumin] Added support for the "Lumin world microphone", which can be selected by that device name via Microphone.Start.

API Changes

  • Asset Import: ModelImporter.avatarSetup can be used to change the way avatars are created, based on the AnimationType, during a ModelImport.

  • Audio: New AudioSettings.Mobile.interface to detect mute state on Android/iOS and to stop/start AudioOutput thread to reduce energy comsumpion

  • GI: Added API to set environment sample count for Progressive Lightmapper. LightmapEditorSettings.environmentSampleCount.

  • Graphics: Added index support to Color32 struct.

  • Graphics: Removed TextureCompressionQuality enum defined in UnityEngine namespace but never used by any API (1108722)

  • Graphics: Renamed GPU Skinning on non-DirectX platforms to Compute Skinning

  • Package Manager: Renamed the UnityEditor.PackageManager.PackageInfo.recommended property to verified.

  • Profiler: Add EditorConnection.UnregisterConnection, EditorConnection.UnregisterDisconnection, PlayerConnection.UnregisterConnection, PlayerConnection.UnregisterDisconnection

  • Profiler: Added TakeSnapshot overload with screenshot handling to MemoryProfiler API

  • Scripting: Add the TryGetComponent API to GameObject and Component classes that do not allocate in the editor when the component does not exist

  • Shaders: Marked ShaderUtil.ClearShaderErrors() obsolete and replaced it with ShaderUtil.ClearShaderMessages().

  • Terrain: Added support for custom gather and scatter operations to Terrain API.

  • Time: (BACKPORTED TO 2019.2) Introduced Time.captureDeltaTime, a more precise floating point reciprocal of Time.captureFramerate

  • Video: Removed MovieTexture class and API.

Fixes

  • 2D: "NullReferenceException" on entering in play mode when a sprite is packed in the "Sprite Atlas" (1144386)

  • 2D: Clean up and update Sorting Group status for Renderers when their GameObjects are activated and deactivated (1141682)

  • 2D: Fix crash when rendering a Hexagonal Tilemap with Top Left/Right Sort Order in Individual mode (1142429)

  • 2D: Fix offset collider shape of Tile using Grid Collider Type with an Isometric Grid (1148573)

  • 2D: Fix sorting issue when Particle System which has a sorting fudge under a Sorting Group is not sorting correctly. Renderers such as this should be sorted according to Sorting Group order.

  • 2D: Fix SpriteMask's SortingLayer resets to default when asset is loaded from an AssetBundle in Editor (1119829)

  • 2D: Update SortingLayerField and SpriteRendererEditor to handle PrefabOverrides properly (1109376)

  • Android: Fix procedural skybox black ground on Mali-400 GPU. (1127106)

  • Android: Fix [Android] Built project shows black screen when using ARGB32 RenderTexture with HDR (1063891)

  • Android: Fix [GLES2] Artifacts on Meizu MX5 when using Realtime reflection probe (1106542)

  • Android: Fixed Keystore path to work with specific chars space, comma, etc... (1141839)

  • Android: Input system package: fix KeyControl.displayName for external keyboard (1093828)

  • Android: Report keyboard layout to input system package (1093823)

  • Animation: Disabled user script OnAnimatorMove called when sampling in the Animation Window (1145760)

  • Animation: Fixed crash when removing a state in the animator controller state machine (1143974)

  • Animation: Fixed humanoid bones not restored to previous values when stopping Animation Window preview (1138371)

  • Animation: Fixed mouse press events so that Animator window does not get stuck in Pan mode (1140361)

  • Animation: Fixed out of bounds index in mecanim valuearray causing crash (1144501)

  • Animation: Fixed unstable test AnimationEventCanAlterTime (1146292)

  • Asset Bundles: Fix an error that caused assets with identical names to become unloadable if there is a name collision (1140186)

  • Asset Import: Fix plugins marked as compatible with any platform not being copied to Lumin build archives.1117516 (1117516)

  • Asset Import: Fixed a crash when importing a corrupted mesh asset (1144169)

  • Asset Import: Fixed Alpha is Transparency field in image importer not resetting to false when switchng to default type (1117308)

  • Asset Import: Fixed AudioImporter inspector in Presets and platform specific settings when doing Reset or applying a Preset. (1150491)

  • Asset Import: ModelImporter does not enforce the AnimationType setting on first import anymore. Default Preset can be used for this setting and it can be changed during OnPreprocessAsset or OnPreprocessModel in the AssetPostprocessor callbacks. (1152163)

  • Asset Import: PluginImporter does not change metafile while opening a project anymore. (1145258)

  • Build Pipeline: Assets in Editor/Resources folders are sometimes included in builds (1138237)

  • Build Pipeline: Fix to properly disable the build buttins while the editor is compiling and the Assetdatabase is not ready. (1151099)

  • Build Pipeline: Fixed issue where inactive scenes were getting calculated into the scene build indexes (977745)

  • Editor: After a player build finishes, scripts are no longer recompiled for the editor. Recompiling of scripts was an unnecessary step that existed due to legacy reasons. By skipping this step, finishing a player build now takes a shorter amount of time. (1115674)

  • Editor: Allow camera speed to modified with the scroll wheel when right mouse button is pressed.

  • Editor: Being able to localize packages.

  • Editor: Error when switching scenes while the Editor section of Project Settings is open (1143702)

  • Editor: Fix crash when calling Application.Exit() from a static constructor on a type marked [InitializeOnLoad] (1153197)

  • Editor: Fix fail to load editor window leaves an unclosable unmovable window (1146403)

  • Editor: Fix issue of drag & drop flickering (907336)

  • Editor: Fix issue with dead area aroud scene view overlay windows (1147144)

  • Editor: fix issue with null reference exceptions while previewing textures during asset import (1135750)

  • Editor: Fix logging when files/folders in the Unity project are excluded from the Perforce client workspace. (1143683)

  • Editor: Fix Perforce disconnecting when renaming an asset with AssetDatabase V2 enabled (1140262)

  • Editor: Fix Prefab Editor overwriting files which are exclusively checked out in Version Control. (1027165)

  • Editor: Fix the preview pane in the object selector.

  • Editor: Fixed an issue where double clicking on the folders in the project browser in one column layout gives an error. (1151435)

  • Editor: Fixed an issue where the drop down menu freezes when opening a menu-drop down that contains large strings with unicode characters. (1119511)

  • Editor: Fixed extra fields appearing in the Inspectors of some assets. (1123033)

  • Editor: Fixed Free Move Handle being constricted in orthographic mode in SceneView when the Handles.matrix is rotated 90 degrees (1089308)

  • Editor: Fixed game view rescaling when entering the play mode (1140742)

  • Editor: Fixed issue with GameObjects, with specific HideFlags set, interfering with SceneVis status (1111720)

  • Editor: Fixed potential null reference exception errors that might occur for the editors that implement OnSceneGUI() (1148101)

  • Editor: Fixed the missing script issue upon minimize and maximizing the editor application. (1095540)

  • Editor: Fixed to calculate GlobalMatrix correctly when parenting to a scaled and rotated object. (1089827)

  • Editor: Fixed touch issues with the editor on Windows (MouseDown position is more precise and dragging a property value on the edge of the screen no more increases the value exponentially)

  • Editor: Fixes an issue where EditorTools could not accept Event commands before the SceneView interprets them. (1151523)

  • Editor: Force Nvidia drivers to turn off vsync on Linux (1109048)

  • Editor: Improved error message when Unity tries to load an arbitrary file as though it's a Unity created serialized file.

  • Editor: Improving performance using big nested prefabs (1137064)

  • Editor: Metal: Fix a crash when calling FrameTimingManager.GetVSyncsPerSecond() (1148335)

  • Editor: OSX: Fix an input issue with window focus/refocus handling and changing between multiple GameViews (1145433)

  • Editor: Play mode Color tint is not removed when Play mode cannot be entered due to compiler errors (1141886)

  • Editor: SceneVis hide shortcut is now 'H', Isolation shortcut is now Shift+'H'

  • Editor: Update Windows Editor splash image

  • Editor: Visual studio 2015 opens up instead of 2017 (1152149)

  • Editor: YAMLMerge tool occasionally exiting without any warning when passing empty files (1141221)

  • GI: Color coding of lights in the shadow mask scene view mode now matches their corresponding shadow mask channel color.

  • GI: Don't create Enlighten worker threads in headless mode (1131677)

  • GI: Faster editor shutdown when baking with progressive lightmapper. (1148686)

  • GI: Fixed memory report for light probes in the GPU lightmapper.

  • GI: GPU lightmapper: Editor is slow and low baking performance when baking certain project with GPU Lightmapper (Added support for 32bits indices) (1110661)

  • GI: GPU lightmapper: Fix incorrect over darkening at primitive intersection in conjonction with dilatation. (1119363)

  • GI: GPU lightmapper: Fix indirect from blue lights appears much less intense when using GPU lightmapper. (1114555)

  • GI: GPU lightmapper: Fix transparency from indirect ray. (1086152)

  • GI: Made error message more helpful when the GI albedo/emissive buffer update fails.

  • GI: Make custom bakes converge on GPU lightmapper, note that the feature is still not implemented.

  • GI: Progressive lightmappers will now skip baking lightmaps and shadow mask if there are no affecting light sources (lights, emissive or environment). (1033410)

  • GI: Reverted light probe fix that resulted in a selection issue regression. (1152479)

  • Graphics: Add UnityEngine.Experimental.Rendering.RenderingThreadingMode API that returns actual rendering threading mode

  • Graphics: Create texture now occurs on a thread in cases when async loading to update an existing texture.

  • Graphics: Ensure deterministic results for ASTC compressed textures with block sizes 10x10 and 12x12

  • Graphics: Expose adjust culling between shadow cascades for directional lights in SRP (1088730)

  • Graphics: Fix a regression that can cause increased draw call count when using static batching. (1098752)

  • Graphics: Fix FrameTimingManager when using Vulkan (1152859)

  • Graphics: Fix SRP Batcher graphical artifacts with more accurate float to half conversion (1136206)

  • Graphics: Fixed case where RenderSurfaces could not be created on DX12 (1155163)

  • Graphics: Fixed excessive texture mip reduction during texture streaming when texture quality settings applied.

  • Graphics: Fixed OpenGL 4.2 rendering the editor pink (1146762)

  • Graphics: Fixed rare crash with GPU skinning and blendshapes (1097227)

  • Graphics: Fixed upload of compressed texture which sizes are not a multiple of the block size (1146074)

  • Graphics: HDRP/Lit shader is not rendered in standalone build when SRP Batcher is used (1147949)

  • Graphics: macOS: Display.RelativeMouseAt behavior improved, document default return value of Vector3.zero on unsupported scenarios and platforms

  • Graphics: Metal: Reduced excessive GPU fencing allowing GPU work to overlap

  • Graphics: tencil Rendering States do not get updated when setting via Shader.SetGlobalInt() (922259)

  • Graphics: Updated documentation for LODGroup (949239)

  • Graphics: [ShaderGraph] Frequently Crashes when API is set to Vulkan (1143811)

  • Input: Apple Pencil will be correctly recognized on iOS in the new input system on newer iPad devices (1141002)

  • iOS: Fix iOS builds failling on when the system locale is not set to english (1136098)

  • iOS: Fixed "Process symbols" Xcode build step from beeing added on each Append build (1145430)

  • iOS: Fixed an issue where OnEndDrag was not called when using Unity Remote in certain cases. (872909)

  • iOS: Fixed cursor in input field not being synced to actual text entry point (1138258)

  • iOS: Fixed keyboard done/cancel button having fixed size resulting in "bad things" happening with localization (1142416)

  • iOS: Fixed Product Bundle Identifyer to be set in Xcode Packaging Build Setting (1140420)

  • Kernel: Fixed job index allocation contention which could cause multiple seconds of stalling while using jobs.

  • Linux: Fixed issue when a locked cursor miscalculates the mouse move delta when the game view is too close to the edge of a monitor. (1134503)

  • Linux: Fixed not being able to set any resolution on the Linux player when the requested resolution matched either the width or height of the native desktop resolution. (1105102)

  • Linux: Input.mouseScrollDelta returns reversed values in Linux player (1149657)

  • Linux: Linux services window now responds to dragging properly. (1115130)

  • OSX: Fix MultiDisplay keyboard/mouse input to work on standalone player build

  • OSX: Fix retina resolution support for secondary displays when using MultiDisplay

  • OSX: [Metal] Fixed excessive fencing causing all GPU workload to be serialized

  • Package Manager: Fixed an issue where packages would not get automatically resolved after repairing the package.json file of a file: dependency.

  • Particles: Apply fade and soft particle properties to the Emissive color of the Standard Particle Shaders.

  • Physics: 2D Capsule overlap/cast queries where the capsule is in the horizontal orientation now produce correct results. (1105944)

  • Physics: Child Collider2D in a different Z position now renders correctly when displayed outside of "2D" view mode. (1061344)

  • Physics: Editing a Collider2D now stays in edit mode when making any collider change. (1090438)

  • Physics: PolygonCollider2D used by CompositeCollider2D now shows outline whilst editing. (926739)

  • Physics: Removed the hidden MeshCollider component that was added to all the Cloth game objects for the brush placement (1101598)

  • Physics: Rigidbody2D interpolation set during runtime now correctly interpolates. (1135129)

  • Physics: Selecting "Reset" on an EdgeCollider2D or PolygonCollider2D component whilst editing them now correctly updates the editing gizmo. (1154593)

  • Physics: The implicitly created static ground-body is now not shown in the static body count in the profiler 2D physics area. (1143465)

  • Prefabs: Disable editing the name of the root GameObject of a Prefab Asset. (1146439)

  • Prefabs: Documentation of SaveAsPrefab now has a note about namebased replace (1152708)

  • Prefabs: Fix editor freezing if error is thrown while modifying multiple Prefab assets. (1150176)

  • Prefabs: Fix nested Canvases not getting treated as nested Canvases in Prefab Mode if the Canvas had no visual elements (CanvasRenderers) under it. This could cause properties to get reset due to being driven as a Screen Space Canvas. (1103699)

  • Prefabs: Fix reverting object override not working on Prefab instance inside Prefab Asset and throwing errors. (1146441)

  • Prefabs: Fix Scene view skybox toggle not working in Prefab Mode if no Prefab editing environment scene is specified. (1153083)

  • Prefabs: Fix undo of prefab asset after using Apply All from the overrides dropdown. (1150496)

  • Prefabs: Fixed drag and drop replacing of prefab when dragging variant to project folder. (1152704)

  • Prefabs: Override indicator didn't show when the Renderer Module was enabled or disabled in the Particle System (1053096)

  • Prefabs: ParticleSystemRenderer appeared when the ParticleSystem component was removed from the prefab instance (1151391)

  • Prefabs: Prevent removing or altering components on immutable Prefab Assets via component context menu. (1129842)

  • Profiler: Correctly close VTune profiling session at Unity exit (1151047)

  • Profiler: Fixed non matching Profiler.EndSample errors printed in console when closing player with connected profilier (1150065)

  • SceneManager: Only do validation when dropping when using sub-scenes (not on every drag event)

  • Scripting: Fixed TouchScreenKeyboard API so that it behaves sensibly on platforms that don't have onscreen keyboards.

  • Scripting: TLS handshake renegotiation requests by the server are now supported (UnityWebRequest & .Net Apis) (1141642)

  • Shaders: Fixed shader include errors after package updates. (1141216)

  • Terrain: Fix texture on a Terrain is painted in a square shape which only has Textured border when Graphics API for Windows is set to Vulkan (1138011)

  • Terrain: Fixed -Terrain Need to remove .5 clamp from Stamp Height shader pass (1137135)

  • Terrain: Fixed crash on painting terrain with QualitySettings below fullres (1148582)

  • Timeline: Fixed Override Tracks Menus not properly working with multi-selection (1124353)

  • Timeline: Fixed wrong context menu appearing when right clicking a marker in the marker track (1133592)

  • UI: Adding uv2 and uv3 copying from the UIVertex AddVert overloaded API

  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)

  • UI: Fix performance issues with animation by not dirtying the layout if a animation updates the items.

  • UI: Fixing issue where assigning a togglegroup or changing isOn would not set the toggle as dirty. (1141606)

  • UI: Fixing issue where rich text tags would get verticies generated causing very large vertex buffers.

  • UI: removing the ref requirement from the AllSelectablesNoAlloc

  • UI: uGUI Dropdown when selected now uses the raycasters of the parent canvas if available. (1152181)

  • UI: Update SetChildAlongAxis to have matching SetChildAlongAxisWithScale that takes a scale as default values will cause confusion in which function needs to be used

  • UI Elements: Border radiuses are now clamped independently in their x and y axes.

  • UI Elements: class, content-container and style are now part of the UIElements schema (1142631)

  • UI Elements: Fix contextmenu positioning in UIE Debugger (OSX/Cocoa) (1143412)

  • UI Elements: Fix ObjectFields not fetching components according to their type (1131114)

  • UI Elements: Fix styling problems with Toolbar Searchfield (1117293)

  • UI Elements: Fixed bound array fields to PropertyFields in UIElements not properly updating the number of array elements. (1141787)

  • UI Elements: Fixed potential instability or non-determinism caused by loading a resource from a static InitializeOnLoad constructor.

  • UI Elements: Fixed stale property field foldout title when using bindings. (1142565)

  • UI Elements: It is now possible to create UXML and USS assets in the Editor (Assets/Create/UIElements menu) (1141318)

  • UI Elements: Shift tab in multiline text field now focuses previous control (1140811)

  • UI Elements: The Foldout element now has "text" and "value" UXML attributes. Values are persistent. (1119589)

  • UI Elements: UIElements debugger level-1 children are incorrectly displayed as root level (1146546)

  • UI Elements: UIElements Debugger shortcut doesn't always work and is not registered in the shortcut manager (1122829)

  • Universal Windows Platform: Files in StreamingAssets directory are now treated as generic data files so they won't get consumed by various VS tools like the XAML compiler (1110262)

  • Version Control: Editor setting for VCS mode defaults to "Visible Meta Files" now, including when doing Reset on the settings

  • Version Control: Fixed 'file not on client' warning when checking out an empty folder (588429)

  • Version Control: Fixed a case where a Version Controlled Project would not update ProjectSettings/ProjectVersion.txt on editor start. (1131599)

  • Version Control: Fixed bug that would make text assets with binary sub-assets have an incorrect file type flag sent to Version Control plugin (i.e. text instead of binary). (851278)

  • Version Control: Fixed Provider methods not updating Editor after changes to assets are made (1030962)

  • Version Control: Fixed Script Execution Order inspector "Apply" button in some cases throwing errors under Perforce. (1153207)

  • Version Control: Fixed version control window selection highlight being of wrong color in Linear color space. (956944)

  • Version Control: Inspector VCS status bar no longer displays two rows when asset and .meta state is different; instead the label & tooltip reflects that.

  • Version Control: Inspector VCS status bar properly displays "disconnected" state now

  • Version Control: Project settings editor no longer displays two VCS status bars

  • Version Control: ProjectSettings and QualitySettings mark themselves as "modified" much less often, when setter APIs with identical values as before are called on them. (1151097)

  • Video: Fix camera culling mask for VideoPlayer (1146620)

  • Video: Fix Camera Near Plane in 2D rendering for VideoPlayer (1135033)

  • Video: Fix for crash when trying to Play a VideoPlayer when running with -nographics (1150850)

  • WebGL: Fix rendering errors in WebGL when canvas is not displayed (1141232)

  • WebGL: Fixed an issue with stuck keys when canvas loses focus in WebGL (1129894)

  • WebGL: Fixed audio playback issues with multithreaded builds (1109255)

  • WebGL: Fixed networking issues with multithreaded builds (1119982)

  • Windows: Fix Standalone Player remains paused/inactive after using WIN+D shortcut to restore the app window (1117930)

  • Windows: Fix Touch.Radius always returning 0 on Windows Editor and Standalone Player (1119934)

  • Windows: Fixed locked cursor getting placed slightly off center in the editor and the standalone player (824304)

  • XR: Add pointer access hardening in areas reported by Microsoft Watson. (1152855)

  • XR: Fix for Render Viewport Scale jitter/shake when render viewport scale changes continuously (1153261)

  • XR: Fix for Vulkan standalone player with single-pass instancing showing black screen in HMD (1130342)

  • XR: XR.InputDevice.Characteristics is a new series of flags describing how an XR device works, and what kind of features it can have. As a result XR.InputDevice.Role is now obsolete.

  • XR: XR.InputDevice.OnConfigChanged now let's you know if a an InputDevice has changed it's characteristics at without disconnecting.

  • XR: XR.InputDevices.GetDevicesByCharacteristics now let's you filter devices by characteristics. As a result, XR.InputDevices.GetDevicesByDeviceRole is now obsolete.

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 9.0 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 9.0 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

Changeset:
7368acd360f4

Third Party Notices

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

We use cookies to ensure that we give you the best experience on our website. Visit our cookie policy page for more information.

Got it