Notes sur la version

Known Issues in 2019.4.29f1

  • Ads: [Android] Unity Ad return app to Lock screen (1281041)

  • AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)

  • Audio: Crash on AudioMixer_CUSTOM_FindSnapshot when passing null as an argument to FindSnapshot() (1341752)

  • Global Illumination: [HDRP] Scene is rebaked repeatedly when Auto Generate Lighting is turned on (1348841)

  • Global Illumination: [LightProbes] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled (1052045)

  • Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • Graphics - General: RenderTextures break after switching window focus (1179935)

  • Graphics Device Backends: CommandBuffer native plugin events hang in the Editor (1308216)

  • Linux: Linux Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)

  • Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)

  • Mobile: [Android] Build fails when there are 680 or more files in the Streaming Assets folder (1272592)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)

  • Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)

  • Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)

  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware (1237818)

  • WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)

  • WebGL: [iOS] Video is not playing (1288692)

  • Windows: Build crashes when swap chain resizes on startup (1338515)

  • Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)

2019.4.29f1 Release Notes

Features

  • Android: Users can include custom asset packs into the build, by adding assets to the directory ending with '.androidpack'. This requires custom Gradle version 6.1.1 or higher.

  • Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs. This requires custom Gradle version 6.1.1 or higher.

  • Stadia: Added support for Orbit Profiler

  • Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.

    • Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
    • Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
    • Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
    • Plastic: Auto configuration of SSO
    • Plastic: Added date column in incoming changes

Improvements

  • Graphics: Improvements to scene culling CPU performance - Shadow casters are rejected earlier if their shadow casting is disabled which should improve performance in scenes with scenes with lots of renderable objects that are set to not cast shadows. (1322874)

  • Graphics: Running out of memory with Vulkan backend is now clearly told in Editor.log

  • Graphics: Update Postprocessing v2 package to 3.1.1

  • Graphics: Upgrade to Intel Open Image Denoise 1.1.0. Significantly improves denoising quality and reduces ringing. (1260772)

  • iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored

  • Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package

  • Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window

  • Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.

  • Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package

  • Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets

  • Version Control: - Stability and performance improvements

API Changes

  • Android: Added: New APIs to manage fast-follow and on-demand delivered asset packs. The APIs wrap Google's PlayCore functionality.

  • iOS: Added: Function PBXProject.GetEntitlementFilePathForTarget().

  • Services: Changed: On some platforms we strip out the Analytics modules completely. so any user code that references anything from Analytics will not compile on these platforms. this PR is to update the documentation informing users of the need to #ifdef this code out for this situation (1333730)

Changes

  • Android: Allow Android Player to use Vulkan on GPUs that are currently unknown to Unity on Android 11 or newer.

  • Editor: Update Collab package to allow users to migrate to plastic.

  • Package: com.unity.purchasing updated to 3.2.1. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html

  • Package: com.unity.purchasing updated to 3.2.2. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html

  • Package: Updated com.unity.cinemachine to 2.6.5

  • Version Control: ### Changed

    • Updating license to better conform with expected customer usage.
    • Updated documentation file to meet standards.
    • Updated third-party usage.
    • No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
    • Usability improvements around checking in code
    • Improved update workspace tab UX
    • Plastic SCM context menu is now available even if the Plastic SCM window is closed

Fixes

  • 2D: Fixed a crash when Sprite Skin was disabled when multithreaded rendering was enabled. (1296355)

  • 2D: Fixed an issue where disabling Edit Spline on Sprite Shape Controller while Cache Geometry was enabled threw an ArgumentException error. (1320015)

  • AI: Fixed an issue when selecting the Navigation Window caused the Editor to Crash. (1330235)

  • Android: Fixed a crash during Application.Quit(). (1315010)

  • Animation: Fixed a regression caused when overriding and animator controller. (1271499)

  • Animation: Removed an invalid error message when passing < 0.02f values as normalizedTime parameter to the Animator.Play function. (1311378)

  • Asset Import: Fixed an issue where Import incorrectly updated Avatar settings when switching from "Copy From Avatar". (1213138)

  • Asset Pipeline: Fixed an issue where triggering an AssetDatabase.Refresh() during an Undo might cause deletions not to persist to disk. (1321443)

  • Asset Pipeline: Fixed an issue with old script type dependencies. In some cases they resulted in (incorrect) artifact match. (1340159)

  • Asset Pipeline: Fixed issue where "GetRequiredComponents result must be in cache, if requested from non-main thread." assert was raised, when downloading asset from cache server. (1338565)

  • Burst: Fixed an issue where ecursive exceptions being raised whilst running burst compiled code were not handled. (1263781)

  • Core: Fixed a Loading.PreloadManager crash. (1320358)

  • Editor: Fixed an issue for removing differences in fonts of Outerbuttons and middle buttons in GUILayout.Toolbar. (1326270)

  • Editor: Fixed an issue to avoid asserts when opening gradient editor. (1344785)

  • Editor: Fixed an issue where build settings window was not dockable. (1259782)

  • Editor: Fixed an issue where Highligher.Highlight() method was throwing unnecessary warnings. (1278599)

  • Editor: Fixed an issue where inspector preview of Gradient and AnimationCurve values of a serialized object were not getting refreshed when its values are changed from script. (1311461)

  • Editor: Fixed an issue where the build settings window appear above newly-focused applications.

  • Editor: Fixed an issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raised exceptions every frame. (1275960)

  • Editor: Fixed an issue where the icon selector window does not close on selection undo. (1305625)

  • Editor: Fixed an issue where the Mac editor could crash while running tests under sudo. (1331434)

  • Editor: Fixed an issue where the static batching with instancing shaders warning was shown when static batching was disabled for the current build platform. (1332277)

  • GI: Fixed a color space issue for directional lightmap while baking with progressive updates. (1296784)

  • GI: Fixed a crash that occurred when inspecting a mesh renderer with no vertex buffer or no index buffer. (1197692)

  • GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad. (1094243)

  • GI: Fixed an editor crash when loading Light Probes after loading Addressables. (1315825)

  • GI: Fixed an issue where lighting data was being lost when enter play mode with scene reloading was disabled. (1184204)

  • GI: Fixed an issue where reflection probes must be rebaked twice to update when using the "Generate Lighting" button in the lighting tab. (1334283)

  • GI: Fixed an issue where the exposure slider to texture importer for HDR textures was missing. (1226322)

  • Graphics: Fixed a crash on DirectX11 when creating a texture with a partial mip chain. (1213005)

  • Graphics: Fixed a FrameDebugger issue where the frame was not fully paused when debugging session was active. (1315256)

  • Graphics: Fixed a GPU to crash when a Skinned Mesh Renderer was assigned a mesh, which did not match the expected size/stride setup, and that Skinned Mesh Renderer was then used immediately before skinning had a chance to happen.

  • Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. (1327973)

  • Graphics: Fixed an issue when encoding an R8-image to JPG or TGA results in a cyan-tinted image; The result is now gray. (1259972)

  • Graphics: Fixed an issue where drag-n-dropping a texture onto an object would cause a missing texture for the new material created by the action. (1269007)

  • Graphics: Fixed an issue where export to png did not use grayscale image for R8. (1239813)

  • Graphics: Fixed an issue where Game view Statistics tab reported false values when using SRP. (1209185)

  • Graphics: Fixed an issue where LOD Group preview rendered with pink material if an SRP was active. (1283011)

  • Graphics: Update SRP and template package to 7.7.1

  • IL2CPP: Fixed a crash during script debugging while the debugger was handling exceptions. (1330441)

  • IL2CPP: Fixed a rare compilation error on usage of IsInst on a value type. (1328551)

  • IL2CPP: Fixed an incorrect behavior of MakeTypedReference for derived types. which allows some BinaryFormatter cases to work properly. (1269771)

  • IL2CPP: Fixed an issue where incorrect information was returned about the local host when Dns.GetHostEntry was called with an empty string. (1326854)

  • IMGUI: Fixed alignment for Asset selector fields in Inspector issue. (1300325)

  • iOS: Fixed an issue when creating app extension target through PBXProject, a headers section was not added automatically. (1332249)

  • iOS: Fixed an issue where input on native UITextField when using UaaL and Bluetooth keyboards was lost. (1332925)

  • iOS: Fixed arm64 device capability being added on every append.

  • License: Fix Licensing Client signature check in the Editor

  • macOS: Fixed an issue where the code project template did not use "modern" build system. (1326316)

  • Networking: Fixed an issue where the web request wasn't released to avoid memory leak.

  • Networking: UnityWebRequest: fix il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)

  • Package Manager: Fixed an issue where 401 Response code was raised when user tries to download a paid asset store package in My Assets.
    Check ToS agreement before download and redirect user to Asset Store web page in order to read and accept terms. (1335976)

  • Physics: Fixed an issue where the joint editor tool gizmos was not hidden when the joint was not active at all. (1275862)

  • Prefabs: Fixed an editor crash when changes to Prefab Mesh were applied via script. (1307624)

  • Profiler: Fixed an issue where newer Profiler data versions did not load correctly.

  • Scripting: Fixed a crash that was caused by passing a generic type into FindObjectsOfType. (1312890)

  • Scripting: Fixed an issue causing methods marked with the RuntimeInitializeOnLoad attribute when within a nested class to fail to be called. (962800)

  • Scripting: Fixed an issue where using GetComponents with list caused a memory leak. (1318407)

  • Scripting: Fixed crash when generic type derives from abstract MonoBehaviour. (1333819)

  • Scripting: Fixed some false positive recursion errors in ApiUpdater. (1224800)

  • Shaders: Fixed an issue where the SRP batcher did not working on OpenGL and OpenGL ES backends. (1331098)

  • Shaders: Fixed an issue whewre ShaderCache.db grew in size after each build. (1317744)

  • Shaders: Fixed incorrect struct reflection on GL and GLES backends when using multiple nested structs. (1322153)

  • UI Elements: Fixed a drawing issue when multiple inspectors were opened and multiple objects were selected.

  • UI Toolkit: Fixed a ListView exception on submit when no items were selected.

  • UI Toolkit: Fixed an clipping issue of the content of a mask element whose size was zero. (1320182)

  • UI Toolkit: Fixed an issue where a visual element could use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException. (1337074)

  • Video: Fixed an issue where a failed video import was uploaded to and pulled from the Unity Accelerator. (1292668)

  • Video: Fixed an issuew where calling VideoPlayer.Prepare and VideoPlayer.StepForward produced a frame on a Render Texture. (1318270)

  • XR: Fixed an issue where custom XR packages would not get registered when running the Unity Editor using the -batchmode argument. (1334517)

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

Changeset: 0eeae20b1d82

Unity 2019.4.29

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