Unity 2019.4.24

Released:
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Known Issues in 2019.4.24f1

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

  • Windows: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer (1306350)

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

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

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

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

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

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

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)

  • Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)

  • Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High (1319133)

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

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • MacOS: [macOS] "build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)

  • Linux: "Out of memory!" crash when opening Unity on Ubuntu 20.04 (1262894)

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

2019.4.24f1 Release Notes

Improvements

  • Editor: Added profiler markers around test setup, teardown, and execution.

  • Editor: Improved UTF documentation (DSTR-120).

  • Editor: Reduced the per-test overhead of running tests in the editor.

  • Editor: Reduced the time taken by filtering operations when only a subset of tests is run.

  • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

  • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

  • Package Manager: Increased the amount of information logged to upm.log at various levels.

  • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

  • Package Manager: Optimized Git package download times, most notably for repositories with a larger history.

API Changes

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

Fixes

  • Android: Fixed rendering artifacts when using HDR rendering with MSAA on sold Mali Bifrost GPUs. (1303685)

  • Asset Import: Fixed an issue where the Texture Inspector would notify of 'Unapplied import settings' when no import settings were changed. (1294009)

  • Audio: Fixed incorrect behavior of audio filter components on game object with multiple attached audio sources. Previously the effects were only applied to the first source, now the effects are instantiated per source. (1241932)

  • Audio: Fixed potential volume fluctuation in timeline audio on scene change. (1198128)

  • Audio: In the editor the audio output device is now automatically suspended after a longer duration of inactivity in order to allow the operating system to enter sleep mode. This can be disabled in the audio project settings. (995866)

  • Build Pipeline: Fixed excessive garbage collection occurring during the build process. (1318468)

  • Build Pipeline: Made the build fail faster when strict mode build option is used. (1191481)

  • Editor: Corrected keymapping on linux for quote/backquote/doublequote keycodes. (1281473)

  • Editor: Fixed an issue where WinMerge would not be detected as a diff tool on some systems. (1303298)

  • Editor: Tooltips are now passed through into PropertyDrawers as part of the label. (885341)

  • GI: Fixed backface shadows on GPULM with 0 bounce. (1318669)

  • Graphics: Choose the proper graphics multithreaded mode. (1223767)

  • Graphics: Fixed a texture quality settings effect on texture mip streaming. (1270314)

  • Graphics: Fixed an editor crash by always allowing the use of Metal API on Apple M1 macs, even if Metal Editor Support is disabled in the Player Settings. (1298617)

  • Graphics: Fixed an editor crash by preventing the use of OpenGL API on Apple M1 macs, where it is not supported. (1306688)

  • Graphics: Fixed stack overflow exception when compressing Texture to EXR with PIZ compression. (1312104)

  • Graphics: Fixed unintentional crossfades for LODs when the animated cross-fading flag is enabled. (1305495)

  • Graphics: Runtime shader loading optimizations. (1317656)

  • IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. (1313160)

  • IL2CPP: Fixed a crash in il2cpp::vm::LivenessState::AddProcessObject. (1315058)

  • IL2CPP: Fixed an exception when converting a method with a parameter that is an in generic parameter with a default value. (1313460)

  • IL2CPP: Fixed nullable value being corrupted after a call to GetType() in generic code. (1310458)

  • iOS: Fixed a UnityWebRequest issue that caused freezing on background/resume when the device is offline. (1315244)

  • Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning. (1309607)

  • macOS: Fixed a crash when product name contains Unicode characters. (1296208)

  • Mobile: Fixed iOS/tvOS bundle ID format restrictions to match Apple requirements. (1240017)

  • Mobile: Fixed ProjectCapabilityManager adding corresponding frameworks to the wrong target. (1245194)

  • Package: Fixed an error in the Recorder package that occurred when setting the build target to macOS standalone from the Editor in Windows. (1304944)

  • Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.

  • Package Manager: Fixed an issue where files tracked by Git LFS were not retrieved when using a Git-based dependency with both a path and a revision. (1307682)

  • Package Manager: Fixed an issue where the packages-lock.json file was overwritten with the same contents but considered modified by Unity, sometimes resulting in unnecessary operations. (1299834)

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Particles: Fixed a crash when using a Stop Action set to Disable. (1311212)

  • Physics: Made mesh collider error more descriptive by including the path to the object. (1318366)

  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)

  • Scene Manager: Fixed a second issue to make sure object are cleaned up properly if they are children of GameObject with DontSave flag. (1157422)

  • Scene Manager: Fixed an issue to ensure objects are cleaned up properly if they are children of GameObject with DontSave flag. (1309142)

  • Scripting: Fixed an issue with gc heap expansion memory being incorrectly attributed to Monobehaviour objects during deserialization operations. (1293562)

  • Scripting: Fixed errors in console when modifying the value of the 'Scripting Define Symbols' field in the Project settings. (1276428)

  • Scripting: Fixed exceptions getting logged in the Console when the Logger.logEnabled is set to false. (1311534)

  • Serialization: Fixed an issue inspecting enum fields on classes referenced with SerializeReference. (1304095)

  • Serialization: Fixed crash on JSONUtility read when class has both a field named "references" and [SerializedReference] fields. (1198073)

  • Serialization: Improved performance applying Prefab changes to TileMap. (1239162)

  • Shaders: Fixed incorrect array subscripts generated for OpenGL, OpenGL ES, Metal and Vulkan when using arrays or structs in global scope. (1318555)

  • Shaders: Fixed incorrect code generated by HLSLcc for textureQueryLod GLSL function. (1314040)

  • Shaders: Fixed reflection reporting for structs in the global scope for OpenGL and OpenGL ES. (1318610)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for OpenGL, OpenGL ES and Metal. (1318619)

  • Shaders: Fixed reflection reporting for structs inside constant buffers for Vulkan. (1318559)

  • Shaders: Fixed shader keyword overflow when doing a build. (1297800)

  • UI: Fixed an issue when checking for CanBindTo with null sprite. (1310284)

  • Universal Windows Platform: Fixed an issue where the Certificate was not being set in the UWP publish settings with certain passwords. (1301223)

  • Video: Fixed an issue where VideoPlayer.frame was wrong during seek. (1290698)

  • Video: Fixed VideoPlayer where incorrect frame numbers would be returned for videos encoded with h.264 and non baseline profile on Windows. (1044776)

  • WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. (1288528)

  • WebGL: Fixed an issue where Chrome and Firefox browsers would fail to load on iOS 14.4. (1316861)

  • Windows: Fixed an issue where setting a custom cursor now respects Windows DPI and Ease of Access settings related to the cursor size. (1305480)

  • Windows: The Win10 SDK now gets installed properly. (1308226)

  • XR: Fixed an issue in frame debugger that caused the Unity Editor to freeze and various rendering issues. (1275361)

  • XR: Fixed an issue where shadows would jitter while rotating a camera at an extreme distance from the origin of the scene in mono rendering. (1281930)

  • XR: Fixed incorrect matrices when using PhotoCapture on Hololens 2.

  • XR: Fixed non-fullscreen viewport rect handling on non-stereo cameras when XR devices are enabled. (1319352)

  • XR: Fixed occlusion culling glitches when camera is close to the clipping plane and transitions between 2 baked occlusion areas. (1289059)

  • XR: Fixed Windows Mixed Reality PhotoVideoCamera positioning in the Unity scene. (1306048)

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:
5da6f0345e82

Third Party Notices

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

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