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2019.4.15 リリースノート (.PDF)
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Known Issues in 2019.4.15f1
Asset Import Pipeline: Texture Assets are reimported when the launched Editor is recovering from an unexpected close if there were compilation errors (1264055)
Audio: "Unknown platform passed to AudioImporter" error is thrown when selecting an audio file and UWP support is installed (1279810)
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)
IL2CPP: UnityLinker strips classes used with the SerializeReference attribute (1232785)
IMGUI: Editor performance loss when selecting an object in the Select Object window (1285342)
Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)
MacOS: [Metal][Editor] Memory grows continuously until Editor crashes when importing 100k materials (1214197)
Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)
Scene Management: Allocated memory is not cleared when loading and unloading scenes (1275751)
Scripting: Crashes on mono_class_init when entering Play Mode after recompiling scripts (1262671)
Serialization: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)
ShaderGraph: [Shadergraph] Color picker in shader graph doesn't work (1289161)
Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
iOS: Crash on il2cpp::vm::LivenessState::AddProcessObject when using Social.LoadUsers and then changing scenes (1270230)
iOS: [UaaL] UnityFramework with 3rd party plugins triggers watchdog termination after launch (1262272)
iOS: [iOS 14] VideoPlayer crashes on EXC_BAD_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source (1274837)
2019.4.15f1 Release Notes
AI: Correct the stray NavMeshAgent to always move to the closest NavMesh instead of somewhere above or below. (1072945)
Android: Enabled Unity perform Android SDK update with elevated privileges on Windows. Previously if Android SDK/NDK would be installed in folder like Program Files, Unity wouldn't be able to update Android SDK. With new behavior user will be prompted with a dialog where Unity will ask - if it can run sdkmanager.bat with elevated privileges. (1281951)
Android: Fixed Switch internal Unity allocator to DynamicHeapAllocator which is compatible with Scudo allocator introduced in Android 11. This fixes an error "Using memoryadresses from more than 16GB of memory". If by some reason you want to revert to previous allocator, pass "-systemallocator" command line argument in UnityPlayerActivity updateUnityCommandLineArguments. (1284525)
Animation: Fixed a bug where an animation event at time 0 would not be triggered after resetting the time (1230811)
Build Pipeline: Fixed an issue where asset bundle dependencies might not have been deterministic. (1282671)
Editor: Added a new prompt for a user to attach a managed debugger when on Linux, on a headless server build. Also prevents timeout to attach Profiler triggering when allowDebugging is set. (1274332)
Editor: Fixed Editor crashes when unlocking Inspector with PropertyInfo.SetValue function. (1250419)
Editor: Fixed layout loading errors appearing in the console when loading layouts (1211540)
Editor: Fixed Quick Search installing preview package when using shortcut. (1285146)
Editor: Prevent NullReferenceException from being thrown when calling AnimationMode.StartAnimationMode.
Graphics: Added support for VK_LAYER_KHRONOS_validation.
Graphics: Fixed a crash when resizing the materials array on a renderer when using material property blocks. (1188507)
Graphics: Fixed GetPixels on Texture2D that is compressed with Crunch to throw an exception and not crash. (1257655)
Graphics: Fixed splashscreen playmode test crash. (1286956)
Graphics: Fixed VertexCompression setting being interpreted incorrectly. (1281361)
Graphics: Updated Post-processing package to version 3.0.1.
IL2CPP: Corrected the behavior of UnityEngine.Mathf methods when invoked via a delegate for WebGL players. (1252289)
IL2CPP: Fixed to correctly report the public key for assemblies where is exist. (1271060)
IL2CPP: Fixed to enforce the --maximum-recursive-generic-depth command line option at run time. (1276405)
IL2CPP: Fixed to provide a user-readable error during code conversion for value types which have a recursively defined field that is a nullable version of the same type. (1268007)
IL2CPP: Fixed un-needed box call in generic code when using enums. (1271254)
IL2CPP: Removed unnecessary assertions that are triggered incorrectly in WebGL debug builds. (1165055)
iOS: Added iPad Pro 4th Generation and iPad Pro 11" 2nd Generation to DeviceGeneration (1280059)
iOS: Fixed rotation issues when app is not required to be full-screen and is running on iPad. (1091688)
iOS: Fixed UnityGet2DClipping function on iOS with GLES2 where it was returning incorrect results (1288174)
License: Fixed to drain leftover messages from licensing IPC after timeout. (1226308)
macOS: Fix issue where OnApplicationFocus misreported when GameCenter UI was visible. (1278005)
macOS: Fixed issue where installer on macOS 10.15 would error when disagreeing with the license. (1240184)
Package Manager: Fixed an issue where requests would fail when they took over 2 minutes to complete. (1287098)
Package Manager: The Packager Manager no longer fails to write the project manifest file (
Packages/manifest.json) or the lock file (
Packages/packages-lock.json) when they are read-only. (1263361)
Physics: Ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)
Physics: Ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)
Physics: Fix an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)
Physics: Fix an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)
Profiler: Fixed an issue where FrameCount inside the ProfilerUserSettings would clamp to a 0 - 2000 frame range instead of 300 - 2000, thus causing the charts inside the ProfilerWindow to throw out of range exceptions. (1288878)
Profiler: Fixed issue where entering PlayMode with the editor open would throw "GetInt is not allowed error". (1289794)
Profiler: Fixed RawFrameDataIterator.threadId always returning 0 for profiler frame data loaded from .data files. (1279213)
Profiler: Fixed: scroll wheel will now work on the scroll bars in the profiler timeline view. (1280335)
Scripting: Added support for "||" (OR) operator for the Plugin Inspector. (1270592)
Scripting: Fix CS0649 "Field is never assigned to..." warning for uninitialized private or internal fields. (1080427)
Scripting: Fixed issue where thread statics that reused thread static slots would not adhere to type alignment. This would cause the garbage collector to incorrectly clean up thread static data because it would only scan pointer aligned memory for references. This would lead to memory becoming corrupted and inducing random crashes. (1266322)
UI: Canvas RectTransform size calculation now done for standalone renders as well. Camera needs to be enabled to pick up the RenderTexture size change. (833456)
UI Toolkit: Added EditorWindow.CreateGUI entry point to safely add visual elements to the window. (1281376)
Video: Fixed such that VideoPlayer jumps to kf on Play() if paused near kf. (1271421)
Video: Fixed to crash when destroying VideoPlayer while it is still initializing. (1241848)
WebGL: Fixed WebGL build issue when the default system Python version is Python3 instead of Python2. (1280386)
XR: Backport trunk fix to 2019.4. Utilize volume up and down buttons on VR devices to confirm and proceed when Android dialog is not visible on VR devices instead of only restricting to click "Ok" button on screen. (1140155)
XR: Correct mismatched Vulkan framebuffer and renderpass configurations that caused validation errors, and issues with rendering when using multiple rendering passes.
XR: Fixed an issue where the XR splash screen is missing when using SRP. (1230976)
XR: Fixed Hololens 2 apps pausing when carry along apps are open.
XR: Fixed issue when using deferred rendering and stereo multipass where if the spotlight intersected the camera near and camera far planes then the spotlight would render incorrectly in the right eye. (1140490)
XR: Fixed issue where attempting to use separate cameras while using stereo multipass to render each eye caused the left eye to render the right eye and the right eye to not render at all. (1280266)
XR: Fixed stereo skybox rendering when a sphere is used instead of a cube. (1223567)
- Physics: Added: Added writeable WheelCollider.sprungMass, to enable explicit mass distributions. In addition to that, expose WheelCollider.ResetSprungMasses() to reset the vehicle back to automatically calculated implicit sprung masses. It's the same usage pattern as with Rigidbody.inertiaTensor / Rigidbody.ResetInertiaTensor().
- Package Manager: Temporarily removed the Burst compiler warning about exception throws not in [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")] methods, to let us address user feedback. The next minor version of Burst will reincorporate this in a more friendly manner.
- IL2CPP: Improved error message when required Visual Studio components are not installed when building for Windows.
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