Примечания к выпуску

Known Issues in 2019.4.22f1

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

  • Linux: Linux Editor throws "X Server took longer than x miliseconds to respond to SetGtkWindowSizeAndPosition" error after opening (1309607)

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

  • Profiling: [Profiler] Timeline sample names from surrounding frames disappear when zooming or panning (1317697)

  • Shader System: Crash on PAL_LocalIPC_IsConnected when IPC fails on launch (1319336)

  • Mobile Rendering: [Android][URP][OpenGLES] Only RenderQueue Transparent GameObjects are rendered if Opaque Texture is enabled and MSAA is 4x or 8x (1303685)

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

  • 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)

  • Mobile Rendering: [iOS][tvOS] Built-in deferred rendering path is not functioning on some devices (1317077)

  • Asset Import Pipeline: Crash on mdb_txn_begin when SourceAssetDB has a lock on it from another process (1208749)

  • Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component (1209765)

  • Shuriken: Crash on ParticleSystem::EndUpdateAll (1311212)

  • Audio: [editor][fmod][macOS] Editor is preventing Mac OS from entering sleep mode automatically (995866)

  • Serialization: Editor crashes on RaiseException when allocating huge amount of memory (1313492)

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

  • Graphics - LowLevel: vSyncCount does not work and targetFrameRate is not ignored when vSyncCount is used in the Play Mode (1305631)

  • Mobile: Screen.dpi returns 0 on iPad Pro for projects built from 2019.4.16f1 (1300359)

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

  • 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)

  • Graphics Device Backends: [Mac] Editor crashes on MTLGetEnvCase on startup when metalEditorSupport is set to 0 in the ProjectSettings (1298617)

2019.4.22f1 Release Notes

Fixes

  • 2D: Fixed an ArgumentException when tangents and cache geometry are enabled on SpriteShapeController component. (1287237)

  • 2D: Fixed an error when adding AngleRange to SpriteShapeProfile Preset that was reset before. (1273635)

  • 2D: Fixed an InvalidOperationException thrown continuously on adding SpriteShapeController component to a GameObject with SpriteRenderer. (1240514)

  • Android: Fixed an issue that would cause the Editor to crash when Unity Remote is used in project and Android support not installed. (1302221)

  • Asset Import: Fixed a crash when changing IHVImageImporter Preset FilterMode value. (1295587)

  • Burst: Fixed a bug where eager-compilation could pick up out-of-date global Burst menu options for compiling.

  • Editor: Fixed a crash when using middle mouse button in SceneView during play mode in a scene that uses meshes from asset bundles. (1250013)

  • Editor: Fixed shaky camera behaviour when panning from great distances. (1178711)

  • GI: Fixed an assertion failure due to duplicate lightprobe assests being detected during an additive scene merge. (1211198)

  • Graphics: Fixed a Metal Graphics Jobs crash caused by an uncommitted encoder. (1227236)

  • Graphics: Fixed an issue that caused pixel-like grid artifacts on MacOS Catalina with some Intel graphics cards in the Scene View and Prefab view. (1255995)

  • Graphics: Fixed an issue where calling RenderTexture.ReleaseTemporary and then RenderTexture.GetTemporary could cause invalid load/store actions if the RenderTexture was active before being released. (1279714)

  • Graphics: Removed extra spacing added to some fields in the inspector. (1235884)

  • IL2CPP: Fixed a build error copying baselib.dll.lib when generating a Visual Studio project with IL2CPP. (1307512)

  • IL2CPP: Fixed a C++ compile error that can occur when a constrained call that returns a generic struct is followed by a stloc, with certain generic constraints. (1310304)

  • IL2CPP: Fixed an exception when converting a void method with a reqmod or optmod modifier. (1293309)

  • macOS: Fixed an issue that caused a duplicate "Replace" dialog when building iOS target. (1265065)

  • Mobile: Fixed issues where skin temperature was used on Game SDK 1.5 devices instead of PST to send initial temperature warning when devices are hot.

  • Networking: Fixed a possible division by zero in UploadHandlerFile. (1308017)

  • Networking: Fixed an issue that caused UploadHandlerFile.progress to only report 0 or 1. (1308013)

  • Package Manager: Fixed an issue that occured when the project manifest and the lock file were checked out after a UPM operation even though they were unchanged. (1263363)

  • Package Manager: Fixed an issue where Package Manager was asking for writable access when opening a project even though it only needed read access. (1263378)

  • Package Manager: Fixed an issue where the project manifest and lock file weren't checked out when they are made writable by Package Manager upon opening a project while upgrading project. (1263362)

  • Profiler: Fixed an issue to stabilize the sorting of identically named threads in the Profiler CPU Timeline view. (1283571)

  • Scripting: Fixed an issue where Application.wantsToQuit was not being raised before OnApplicationQuit in the Editor. (1261125)

  • Serialization: Fixed an issue in Custom PropertyDrawer containing fields inside a managed array of polymorphic classes. (1232538)

  • Serialization: Fixed an issue with the delay of the OnAfterDeserialization call on objects referenced by serializedreference until all serializedreference objects had been instantiated. (1245749)

  • Shaders: Fixed an issue that caused an editor crash due to unlucky timing when a shader compiler process is being killed.

  • Shaders: Fixed an issue where the "end of shader compiler log" printing to the editor log would crash when the compiler log was very small.

  • Shaders: Fixed shader compiler communication instability. (1314994)

  • UI: Fixed an issue where adjusting the canvas rendering size to render a custom camera render would cause scaling artifacts. (1301378)

API Changes

  • XR: Added: Updated XR Plug-in Management to 4.0.1.

Improvements

  • Android: Dynamic resolution when using Vulkan now only supports scale factors in 5% steps to improve performance when switching resolution.

  • Scripting: Improved documentation for Application.isPlaying.

  • XR: Updated AR Foundation package dependencies to XR Management 4.0.

  • XR: Updated MagicLeap XR Plugin package to 4.2.2.

  • XR: Updated Oculus XR Plugin package to 1.8.1. Version 1.5.1 was also updated for anyone needing to build for Gear VR and/or Go.

  • XR: Updated WindowsMR to version 2.6.1.

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: 9fdda2fe27ad

Unity 2019.4.22

Быстрый переход

    Back to Top