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日本語__2019.4.21_Release Notes (.PDF)
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Примечания к выпуску
Known Issues in 2019.4.21f1
Mobile: Screen.dpi returns 0 on iPad Pro for projects built from 2019.4.16f1 (1300359)
iOS: [WebGL] [iOS] video is not playing on iOS (1288692)
Linux: "Out of memory!" crash when opening Unity on Ubuntu 20.04 (1262894)
Serialization: Editor crashes on RaiseException when allocating huge amount of memory (1313492)
Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)
Linux: Linux Editor crashes with "mmap(PROT_NONE)" assertion failure during GC in Play Mode (1312972)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Mobile Rendering: [Android][URP][OpenGLES] Only RenderQueue Transparent GameObjects are rendered if Opaque Texture is enabled and MSAA is 4x or 8x (1303685)
Metal: [Apple M1] Crash on MTLGetEnvCase on startup when 'm_Automatic' is set to 0 in the ProjectSettings (1306688)
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)
Asset Import Pipeline: Crash on mdb_txn_begin when SourceAssetDB has a lock on it from another process (1208749)
Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)
Android: Crash with GenericRemote::CheckAndroidSDKPath when entering play mode (1302221)
Audio: [editor][fmod][macOS] Editor is preventing Mac OS from entering sleep mode automatically (995866)
Texture: uGUI in Texture2D is different than in the Game view when calling ToTexture2D() method on a RenderTexture (1301378)
Serialization: JsonUtility Deserialization Corrupted Values (1296236)
Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)
Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component (1209765)
Graphics Device Backends: [Mac] Editor crashes on MTLGetEnvCase on startup when metalEditorSupport is set to 0 in the ProjectSettings (1298617)
XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently (1262597)
2019.4.21f1 Release Notes
Android: Fixed Java local reference leaking when using AndroidJavaClass/Object. (1283209)
Animation: Fixed an issue where setting the speed to an animatorControllerPlayable would not affect the speed of its child animation clips. (1304259)
Asset Pipeline: Fixed problem with ResourceManager that at startup sometimes could get invalid asset states. (1296212)
Audio: Fixed "Assertion failed on expression" message in console when disabling the audio system from the project settings while an audio clip preview is playing. Also, the preview playback will now stop in this scenario. (1232267)
DX12: Fixed the shader resource view indirect argument buffer. (1276431)
Editor: Exposed BuildUtility.BuildCanBeAppended to check for possibility of BuildOptions.AcceptExternalModificationsToPlayer usage. (1288856)
Editor: Fixed an issue where AlphaIsTransparency is no longer disabled in TextureImporter Presets. (1147407)
GI: Fixed an issue where TextureImporter now chooses the ETC2 format instead of PVRTC for directional lightmaps by default when build target is iOS. (1235359)
GI: Fixed Baking from the Reflection Probe Inspector. (1311231)
GI: Fixed two issues with transparent/cutout texture in URP not being baked or outlined correctly. (1246262)
Graphics: Fixed blit operation when source is null and a custom shader is being used. (1278604)
Graphics: Fixed Frame Debugger when using Camera.SetTargetBuffers. (1278884)
Graphics: Fixed incorrect shadows when using DrawMeshInstancedIndirect. (1281700)
Graphics: Fixed wrong game view rendering when using very special projection matrices with SRP. (1268477)
Graphics: Reseed will occur when calling an OnPlayEvent. (1300115)
IL2CPP: Corrected stack frame entries for instance methods on value types. (1289863)
IL2CPP: Corrected the behavior of asynchronous file stream reads. (1295116)
IL2CPP: Emit compilable C++ code for C# string literals containing the "\//" character sequence. (1288271)
IL2CPP: Ensure that FieldInfo objects for the same base class field from two different derived types do not match. (1295396)
IMGUI: Fixed text input field not scrolling when cursor is moved. (1268088)
iOS: Fixed crash when closing app while still loading ODR. (1289143)
iOS: Fixed GetKeyUp and GetKeyDown functions returning true on every frame. (1218784)
iOS: Fixed iOS crash on termination of app from background. (1301133)
iOS: Fixed UnityWebRequest sometimes getting stuck on iOS 14.2+ when using ARFoundation. (1299873)
Linux: Automatically install toolchain for building Linux IL2CPP players when Linux IL2CPP component present. (1275117)
Linux: Fixed a crash that occurred when Invalid window layouts are loaded. (1286251)
macOS: Fixed an issue that caused Xcode builds of the mac player to fail. (1297289)
Package Manager: Fixed version text for preview package. Remove the extra "Preview" in the version text.
Prefabs: Fixed an issue where changes to hidden components like ParticleSystemRenderer and VFXRenderer were not handled correctly in all cases when applying or reverting component modifications, added component overrides, or removed component overrides on Prefab instances. (1263007)
Prefabs: Fixed collection of direct dependencies on Prefabs. (1178737)
Prefabs: Fixed missing Modified Component option in the Component context menu of Particle System prefab when changing its properties. (1286409)
Profiler: Fixed an issue with sending enable/disable recording messages to connected players, where the player would not respond to the message correctly. (1271012)
Profiler: Fixed Hierarchy view expansion state not persisting properly across frames stemming from the same session and between Hierarchy and Raw Hierarchy views. Additionally this fixes a potential NullPointerException in ProfilerFrameDataTreeView.AddExpandedChildrenRecursively. (1242253)
Profiler: Fixed Mesh runtime size reporting in development builds, previously we would not track some of the mesh data when reporting memory footprint. (1268289)
Scene/Game View: Fixed rare crash when rendering gizmos after a script recompilation. (1259765)
Serialization: Fixed an issue to avoid YAML parse errors if script class had field names ending with "guid". (1273539)
Serialization: Fixed crash parsing invalid yaml containing : inside an inline mapping sequence . (1302150)
Serialization: Removed "Unexpected node type" errors from JSONUtility when non-array input applied to an array field. (1201453)
Services: Fixed an issue where in some cases a game would stall on exit if analytics are enabled. (1300333)
Shaders: Fixed an issue where Shader compiler now handles CR line endings. (1297115)
Shaders: Fixed an issue where Shader compiler will no longer generate calls to bitfieldExtract when building for OpenGL ES 3 or WebGL 2. (1297812)
Text: Fixed / added support for selecting which font face and style will be loaded from TrueType Collection (TTC) font files. (1309610)
Text: Fixed excessive memory overhead when loading font files from Font objects. (1309608)
Text: Fixed glyph positional adjustments sometimes returning a value of -Infinity. (1309609)
UI Elements: Fixed a graphics issue with Intel drivers that caused unwanted stretching and clipping in the editor. (1309555)
UI Elements: Fixed errors caused by the use of the current culture to parse UXML attributes as float/double. (1308180)
UI Toolkit: Fixed an issue where the playmode tint was applied twice on UI Toolkit text. (1283050)
UI Toolkit: Fixed ToolbarToggle control when using label attribute instead of text. (1270242)
WebGL: Fixed audio not looping seamlessly in WebGL. (1189720)
Windows: Fixed a crash when closing Windows Standalone player from the task bar when the game window is not focused.
XR: Fixed CommandBuffer.SetRenderTarget() with XR single-pass rendering. (1261545)
- GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
Android: Updated Android Logcat package to version 1.2.1.
Graphics: Updated SRP packages to 7.5.3.
Package Manager: Updated com.unity.purchasing to 2.2.2.
Timeline: Changed minimum version of the Timeline package to 1.2.18.
Package: Updated ProBuilder to 4.5.0.
Prefabs: General prefab editor performance has been improved.
Scripting: Added a GC-free way to get stack trace in editor.
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