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Known Issues in 2019.4.9f1
AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle (1072945)
AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)
AI: [Remote Config] package breaks on updating and throws ArgumentNull exceptions (1261652)
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)
Asset Import Pipeline: [Asset Import] Errors thrown on creating a project using microgame templates (1268154)
Asset Importers: Crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial (1267717)
Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)
Audio: Unity crashes in Play Mode at FMOD_Resampler_Linear (928576)
Global Illumination: [GPU PLM] Radeon Pro denoiser crashes the editor (1272936)
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 - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" (1108469)
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)
IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)
Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed (1263921)
Linux: [Editor] Color picker does not work (1174814)
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)
Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)
Scene Management: Building project when two identical scenes are open crashes the editor (1266194)
Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)
Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)
Shader System: [Bug] "min16f as def32" modifier in FXC bytecode not honored when converting to SPIR-V/ESSL (1228687)
Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
2019.4.9f1 Release Notes
2D: SpriteAtlasManager late binding crash (1265427)
2D: [Sprite Atlas] atlasRequested callback does not trigger after unloading and loading sprite atlas (1261547)
AI: Fixed an issue where OffMeshLinks didn't reconnect properly to the NavMesh after it has been carved nearby and the agent radius or step height are higher than the values with which the NavMesh has been built originally. (1249726)
Android: Fixed Vulkan rendering issue on some Android devices (seen as black screen or corrupted rendering in general) (1268824)
Animation: Fixed a bug where the default values not set when transition to another state using animator override controller (1253379)
Animation: Fixed an issue where Animator view breadcrumbs would get mixed up when navigating from a controller with more layers. (1146244)
Asset Bundles: Fails an asset bundle build if the uncompressed size exceeds max uint32_t bytes in size (4GiB). (1244085)
Asset Pipeline: Fixes editor hang after getting disconnected and quickly reconnected to cache server. (1225627)
Asset Pipeline: Fixing crash on shutdown, not performing AssetDatabase.Refresh during the shutdown. (1247251)
Core: Fix issues involving the [NativeDisableContainerSafetyRestriction] attribute when applied to a container at a non-zero struct offset. (1263530)
Editor: Added IMGUI dependency on UGUI. (1211425)
Editor: Context menus that are deeper than root level are not removed. (1263906)
Editor: Fix Mac OpenGL editor causing a kernel panic on Intel Graphics (1232673)
Editor: Fix rare Editor hang on OSX when building to player. (1251001)
Editor: Fix the issue with Foldout click rect not aligning with the icon (1244058)
Editor: Fixed crash in macOS when right-clicking on tooltip or dragging and closing view (1254677)
Editor: Fixed Screen.resolutions returning 0 length collection in the Linux editor (1200397)
Editor: Fixes an issue where the Grid and Snap Settings window could not be saved to the window layout (1261707)
Editor: fixes crash on drag and drop from a closing window (1221016)
Editor: Improved Mesh triangulation warnings to display the path to the asset where they originate. (1252773)
Editor: Renamed themes to Light and Dark now that they are available irrespective of license. (1252258)
GI: Fix performance regression in Progressive Lightmapper (CPU). (1206706)
GI: Fix Static Analysis Defect 53214 (Potentially overflowing expression in RRBakeLightProbesTechnique.cpp) (1228654)
Graphics: Fix Vulkan validation errors
Graphics: Fixed missing memory barrier when image is repeatedly bound for writing between dispatch calls.
Graphics: Prevent memory leak of Command Buffers on Metal devices. (1266209)
Graphics: SkinnedMeshRenderer.BakeMesh now bakes cloth changes into the target Mesh (1232822)
iOS: fixed storyboards sometimes still rotating to forbidden orientations on iOS 13+ (1266961)
iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading. (1190428)
Linux: Fix for HDRP template project renders editor as a black screen when Vulkan device id 0 is an Intel GPU (1166745)
macOS: Fixed Tilemap editor on OSX not responding to MouseMove events after the pointer leaves the main Unity window. (1240609)
Mobile: Adaptive Performance - Add workaround to send temperature warning when the device starts as warm already as currently no events are sent.
Mobile: Adaptive Performance - Automatic Performance Mode: lower CPU and GPU levels at the same time instead of one at a time to increase efficiency and higher power savings.
Mobile: Adaptive Performance - Fixed Automatic Performance Control flag to respect the function and not be read only anymore.
Mobile: Adaptive Performance - Thermal Mitigation Logic changes in GameSDK 3.2 and it was updated in SetFreqLevels() to react to the correct return values.
Package Manager: Don't prints message in console when user cancels "Add package from disk" dialog (1256176)
Package Manager: Fixed bug causing empty package details view after removing certain packages. (1267346)
Package Manager: Make the error message clearer when the UnityPackageManager program is missing (1268188)
Particles: Fixed exception being thrown when Texture Sheet Animation module is multi-editing a large list of sprites. (1222515)
Physics: Ensure that multi-threaded 2D physics solver handles contact response the same as the non-multi-threaded one. Fix bug where contact masses were different. (1267509)
Physics: Fixed an issue where a Cloth components external acceleration would be applied in local space instead of world space (1221805)
Physics: Fixed an issue where a Cloth components penetration constraint's would be influenced by the Transforms scale, resulting in incorrect behavior (1215212)
Physics: Fixed an issue where adding Colliders via the inspector to a Cloth component would not register when done in Play Mode (1260337)
Physics: Fixed an issue where providing a null mesh to a previously authored Cloth component, would not clear the constraints causing the inspector to throw (1217772)
Physics: Fixed Cloth components Reset functionality to properly reset all data, including colliders, virtual particle weights and self-inter collision indices (1263702)
Profiler: Fixed an issue with the memory profilers type metadata where some fields would be skipped due to types failing to be reported (1266540)
Profiler: Optimized frame stats calculation when selecting a sample in Profiler Window. (967289)
Scripting: Include Defines in Response Files(csc.rsp) for Define Constraints (1207413)
Scripting: ReinterpretLoad and ReinterpretStore on NativeArrays with more than 2^31-1 entries would not behave correctly.
Serialization: Fix data loss that could occur when serializing string arrays where elements started with the character ':' (1261524)
Serialization: Restore arrays from null serialized properties backport (1249099)
Timeline: Crashes on scripting_object_get_class when Timeline plays and script is reloaded (1164185)
UI: Fix canvas drawing multiple times per frame when OnDemandRendering.renderFrameInterval is more than 1. (1214921)
Universal Windows Platform: Fix TouchScreenKeyboard not setting Text on HoloLens2 (1246744)
Universal Windows Platform: Fixed incorrect warning saying that BC7 texture format is not supported on UWP when in fact it is. (1264626)
Universal Windows Platform: Fixed Unity crashing after initializing it second time if splashscreen is enabled. (1231532)
Version Control: Fixed merge with negative Class and File IDs case (1258865)
WebGL: Fix "Constant Physical Size" UI scale mode on WebGL. (1221561)
Windows: Fix HID devices for NewInput failing to initialize in x86 builds (1188222)
XR: Fix for crash when using empty string (1225985)
Mobile: Adaptive Performance - Automatic Performance Control does not lower CPU lower than 1 on GameSDK 3.2 workaround.
Mobile: Adaptive Performance - Automatic Performance Mode: gpuFactor increased from 0.72 to 0.92 to increase effeciency.
Mobile: Adaptive Performance - Automatic Performance Mode: gpuUtilizationThreshold increased from 0.7 to 0.9 to increase effeciency.
Mobile: Adaptive Performance - Automatic Performance Mode: Increase GPU Active time Ratio.
Mobile: Adaptive Performance - Changed Documentation to make clear that changing CPU and GPU levels is risky and the Automatic Performance Mode should be used instead.
Mobile: Adaptive Performance - Exchanged GameSDK wrapper with updated version removing GameSDK 3.1 support.
Timeline: Updated Timeline package to version 1.2.16
XR: Updated Windows Mixed Reality verified package to version 2.3.0.
iOS: Improved dynamic resolution performance for iOS 13, macOS 15 and tvOS 13. (1252729)
Package Manager: Added support for returning enterprise entitlement packages from the
PackageManager.Client.SearchAll()method. These packages will now show in the Package Manager UI Unity Registry section when users have the entitlement to use them.
Scripting: Camera.main is much faster to query.
Serialization: Increased the allowed serialization depth to allow larger, more complex data models to be serialized
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