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 2019.3.11f1
2D: Editor crashes/freezes on a broken project when editing a Scene using Tilemap (1221127)
Asset Import Pipeline: Editor is stuck compiling or crashes when importing prefab referencing scripts from precompiled libraries (1217707)
Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)
Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)
Global Illumination: Unity crashing when baking lights and generating light UV (1118524)
Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)
Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)
IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)
IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly (1193773)
MacOS: Editor is leaking memory when Aura Camera component is attached to a GameObject in the scene and Aura preview is enabled (1229502)
MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)
MacOS: [macOS] Editor crashes when trying to access audio capture devices (1227607)
Mobile: [Android][IL2CPP] App crashes after executing Application.Quit (1233578)
Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)
Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)
Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)
Profiling: Native object references for some object types are always 0 in the memory profiler (1234714)
Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)
Scene Management: Prefab Variant Transform fileId changes (1238280)
Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)
Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)
Scripting: ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit (1204885)
Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)
Themes: Components of a gameObject are not displayed in Inspector if its tag is deleted (1240105)
WebGL: Built project causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten (1192963)
WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL (1188316)
Windows: TDR Crash when opening a project with Image Sharpening enabled (1238022)
2019.3.11f1 Release Notes
2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)
2D: Fixed a crash that might happen when a Sprite Renderer in Sliced/Tiled Draw Mode was rendered with the Universal Render Pipeline. (1217696)
2D: Fixed unable to select second created Sprite after the first created Sprite has been renamed. (1223096)
Animation: Fixing a crash when assigning an invalid AnimatorOverrideController to the Animator field. (1229421)
Asset Import: Fixed issue where selecting a Material from the list in Model Importer Material Editor locks choice and ignore other selected Materials (1238878)
Asset Import: Fixed issue where shadows appear segmented at specific angles when using physical camera with a large difference between sensor aspect ratio and screen aspect ratio. (1211431)
Audio: Fixed unassigned AudioSource game object from causing a memory leak which would eventually result in a crash. (1225987)
Build Pipeline: Fix cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)
Editor: Layer settings are set and saved per project in the project Library folder instead of being set globally. (1191057)
Editor: Raise a warning when exporting a .unitypackage, including dependencies, when some dependencies are in Package Manager packages and cannot be included (1218448)
GI: Added API for StitchLightmapSeams and ScaleInLightmap on Mesh Renderer. (1228109)
GI: Fixed incorrect handling of HDR values for the gradient sky environment while baking. (1222747)
Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10 (1217364)
Graphics: Resolved graphics tiers HDR format not taken into account within the editor. (1205975)
Graphics: Tree Billboard textures now only update when they are used in the scene. (1198821)
IL2CPP: Add support for SendTo and RecvFrom socket calls on Windows with IPv6. (1208806)
iOS: Fixed an issue where a custom storyboard might not be found at runtime (1225171)
Swift Language Versionis not set in Xcode Build Settings when a .swift source plugin is added to an Unity Project (1176139)
Kernel: AlignOf<T> returns C# required structure alignment, instead of 4. (1214853)
Linux: Read /etc/os-release instead of running lsb_release to be more platform agnostic and resolve issue with Stadia certification. (1231988)
macOS: Fixed issue where plugins were not being placed and loaded from the correct location (1216171)
macOS: Fixes a bug that prevented the Game Center UI from showing on macOS (1215479)
Package Manager: Fix nullreference exception (backport) (1218765)
Profiler: Fix Editor crashes when loading corrupted profiler data (1131782)
Scripting: Fixed batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)
XR: Fix a crash when executing Application.Quit on Oculus device (1222826)
XR: Fix for lack of vulkan support for additional graphics queue in graphics device. (1221658)
XR: Fixed Vulkan multiview renderpass mismatch
Android: Update Screen.currentResolution.refreshRate in case the display refresh rate changes
Kernel: Fix crash when empty filename is passed to AsyncReadManager.Read API
UI: Add the ability to toggle maskable option from the inspector (property has always been there for API only) (1227645)
- iOS: Make it possible to tweak xcode frame-capture and metal-validation option from editor scripts
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