Unity 2019.2.3

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.
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Known Issues in 2019.2.3f1

  • Cloud Diagnostics: USYM_UPLOAD_AUTH_TOKEN is thrown in Xcode when the Project is built in BatchMode with -runTests and Cloud Diagnostics enabled (1167025)

  • IL2CPP: Build fails when compiling a struct with a long array inside it (1173310)

  • Mobile: [Android][IL2CPP] App crashes on 2019.1.0a12 and up on launch if old IL2CPP files from 2019.1.0a11 and below are backuped (1170543)

  • Package Manager: The Package Manager UI does not refresh when you install or remove packages. (1148329, 1152868)

  • Physics: Crash on block_remove when changing mesh to Plane in Skinned Mesh Renderer while cloth component attached (1162918)

  • Physics: Plane with Cloth component is affected by high external force when in Play mode (1173813)

  • Scene Management: 2019.3 and 2019.1 Unity versions are significantly slower when entering the play mode (1161373)

  • Scene Management: Enabled Prefab is disabled after upgrading to Improved Prefabs (1138224)

  • Scene Management: Transform::GetWorldToLocalMatrix crash during first import when accessing Components in Prefabs (1159905)

  • Scripting: Handles.Disc function performance is very slow in Scene View (1165684)

  • Scripting: [Android][Mono][IL2CPP] "Unable to find libc" error thrown when executing certain SslStream constructor (1022228)

  • Scripting: [Templates] Clamp BlendShapes are set to true by default when creating new projects (1148638)

  • Shuriken: WorldCollision crashes when spawning particles with World Collision enabled (1168859)

  • Windows: Editor stuck on import when importing "GameAnalytics Unity SDK" package (1167747)

  • XR: Cardboard projects default to 30 frames per second unless targetFrameRate is set to 60. (1143799, 1144492)

2019.2.3f1 Release Notes

Fixes

  • Android: Changed the message to be more clearer for the end user when local storage is full. (1171893, 1174690)

  • Android: Changed the message to be more clearer for the end user when local storage is full. (1171893, 1174690)

  • Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. (1136069, 1169783)

  • Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. (1136069, 1169783)

  • Animation: Fixed fetching of AnimationClip in override controller for Asset Bundles when AnimationClip is not yet loaded. (1165817, 1169828)

  • Animation: Fixed Initialized flag not set during object construction leading to potential errors when setting. (1168475, 1169799)

  • Asset Bundles: Fix for Loading dependent AssetBundles fails to deserialize some scripts on Standalone builds (1154172, 1173948)

  • Editor: Fix issue with worldspace canvases not rendering to displays other than main display (1173805, 1178803)

  • Editor: Fixed a crash when running tests in batch mode (1169988, 1171925)

  • Editor: Fixed in issue where selecting a shader and viewing it in the inspector would cause materials to be kept around longer than required. (1162855, 1174896)

  • Editor: Unable to drag assets from the 'Packages' subfolders in the Project window when using One Column Layout (1169200, 1178384)

  • GI: Fixed issue where the Occlusion label in the Preview window gets cut off on Windows. (1171680, 1174984)

  • GI: Fixes loading of auto generated Lighting data in LoadSceneAsyncInPlayMode. (1156685, 1156767)

  • Graphics: Fixed random crash in GraphicsJobs when using SRP API DrawRenderers with RenderStateBlock (1159200, 1170257)

  • Graphics: Fixed case 1157730 - DX11 Draw Quad will no longer crash on windows 7. (1157730, 1170260)

  • Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time. (1174727, 1178804)

  • iOS: Fixed simulator build on xcode11 beta (metal headers were added) - now we use headers if available instead of forcibly declaring symbols (1163876, 1170516)

  • macOS: Fixed codesign errors for Mono framework (1170134, 1178802)

  • Profiler: Fixed a memory leak that happened when the job debugger held onto the scheduled fences. (1156327, 1173996)

  • Scripting: Allow UnityLinker to run properly on FAT32 partitions on macOS. (1166108, 1168248)

  • Scripting: Ensure only script assets are opened with default external editor. (1177543, 1177598)

  • Scripting: Fix crash when inspecting large collections in debugger. (1130912, 1171512)

  • Scripting: Fix logging ETW events from the editor and players (1084396, 1173495)

  • Scripting: Fixed issue where System.Data.Odbc library was not found correctly on Windows. (1156912, 1173920)

  • Scripting: Opening any file will open in VS Code instead of in the Editor (1174491, 1175202)

  • Scripting: Port numbers returned from GetActiveTcpConnections on Windows are now correct. (1165578, 1174669)

  • XR: Fix for Render Viewport Scale Jitter when render viewport scale changes continuously (1062297, 1174500)

  • XR: Prevent Hololens app pause when switching focus to a 2D view within a running application.

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 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

Changeset:
8e55c27a4621

Third Party Notices

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

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