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Long Term Support

Unity 2020 LTS provides a stable foundation for projects that are in production or about to ship. Unity 2020 LTS stream release has the same feature set as the 2020.2 Tech stream release.

We’re committed to supporting 2020.3 LTS releases with biweekly updates until mid-2022, after which updates will be monthly until March 2023 (two years after the initial release date). These updates will only cover usability fixes aimed at improving the stability of the product to enable users to ship their projects.

Unity 2019.4 is now the legacy LTS; it will be updated monthly until it reaches the end of its support cycle in spring 2022.

RSS feed

Subscribe to our LTS feed and get access to the latest LTS as soon as it's released.

Subscribe

We are happy to announce Unity 2019.4.6f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.6f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

  • Asset Importers: Models change their position in scene when upgrading project (1261935)

  • 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)

  • Graphics - LowLevel: AsyncGPUReadback can leak memory under certain circumstances. (1260624)

  • 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)

  • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • MacOS: [macOS] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present (1232673)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

  • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

  • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Window Management: Crash on block_remove when initiating a drag and closing the window from which the drag originated (1221016)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.6f1 Release Notes

Fixes

  • Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. (1253349)

  • Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput. (1251399)

  • Apple TV: Fixed crash on startup due to large vm blocks usage

  • Audio: Fixed import failures with certain low-bitrate/-samplerate clips. (1143239)

  • Editor: Fixed NullReferenceException being thrown when closing a Modal window using the Close method. (1251200)

  • Editor: Fixed the crash while opening a custom StreamVR Input Window. (1211288)

  • Editor: No longer show the splash screen when running the Linux editor in batch mode. (1218988)

  • Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan.

  • Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. (1256699)

  • Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. (1256696)

  • Graphics: Fixed shader codegen for countbits() function in Metal and GLSL/SPIR-V

  • Graphics: Fixed shader with constant buffer not used causing crashes in editor. (1263127)

  • Graphics: Made sure the mojo-shader-preprocessor is not using fixed arrays while reducing an expression. (1217043)

  • Graphics: Metal: Fix HLSL compatibility with DrawProceduralIndirect, SV_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior

  • Graphics: Metal: Fix system instability/hang issues with texture versioning

  • Graphics: Metal: Fixed Indirect drawcalls from binding buffers with wrong offset

  • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination

  • Graphics: Metal: Fixes to direct binding of ConstantBuffers

  • Graphics: Metal: Separated ComputeBuffer counters into separate physical buffers to improve data access/alignment

  • Input: Corrected inconsistent display names in the input debugger on macos. (1210302)

  • iOS: Fixed crash in WebCamTexture when permission has been denied to the cameras. (1217018)

  • Package Manager: Fixed error on opening Editor with Package Manager opened to My Assets. (1210282)

  • Package Manager: Fixed loading spinner rotation speed. (1248718)

  • Package Manager: Fixed package versions list offset bug. (1263104)

  • Profiler: Fixed OOM crash when saving large frame in Profiler. (1253117)

  • Shaders: Fixed a crash when using local shader keywords and UsePass functionality. (1259778)

  • Shaders: Fixed a shader compiler crash when two cbuffers with the same name are declared within the same shader. This now results in a compilation error. (1242162)

  • Shaders: Fixed player crashing when warming up a shader with local keywords that has a fallback that also has local keywords (a different set). (1258697)

  • Shaders: Shader variant collection can now use local shader keywords when creating a variant from C#. (1244648)

  • UI: Fixed the issue where the vertices were not stripped for rich text in multi line. (1182818)

  • UI Toolkit: No longer allocating TextInfo inside TextHandle when not necessary. (1249096)

  • XR: Fixed Camera matrix returns for HL2 photo capture. (1207427)

Features

  • Input: Input System has been added as a verified package.

  • Package Manager: Split into and .

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

We are happy to announce Unity 2018.4.25f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.25f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

  • Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

  • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.25f1 Release Notes

Fixes

  • Android: Allow Android's OS setting to force rendering outside safe area. (1223467)

  • Android: Fix Cutout is calculated incorrectly when device is not in full screen mode. (1204141)

  • Android: Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project (1164013)

  • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

  • Asset Bundles: Fixed handling of shaders in Asset Bundles to make them more deterministic (1255960, 1255970)

  • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

  • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

  • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations on Nintendo Switch.

  • Graphics: Fix issue where SRP would allocate memory each frame (1165372)

  • Graphics: Fixed crash when using lines/trails with command buffers. (1216216)

  • Graphics: Fixed Visible AO artifact on XBOX ONE (1167455)

  • IL2CPP: Fixed crash when null is thrown in a try block (1248335)

  • IL2CPP: Generate less source code for managed debugging. (1205136)

  • IL2CPP: Throw a System.IO.FileNotFoundException exception when a file is not found for UWP builds. (1248611)

  • iOS: Fixed iPhone bluetooth controller buttons not registering input (1241180)

  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

  • Particles: Fixed deselect when clicking a preset ParticleSystem icon. (1198545)

  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

  • Scripting: Fixed the editor crash with popup "The file 'MemoryStream' is corrupted!" (1244125)

  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)

  • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

  • XR: Fixed order of single-pass instancing shader variables for gles3 (1187259)

Changes

  • Package Manager: Updated the Package Manager UI package to 2.0.13.

We are happy to announce Unity 2019.4.5f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.5f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

  • Asset Importers: Models change their position in scene when upgrading project (1261935)

  • 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)

  • 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)

  • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

  • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.5f1 Release Notes

Fixes

  • 2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers. (1251717)

  • Android: Fixed failing texture compression in Linux Editor. (1222219)

  • Animation: Fixed animation does not play correctly when Optimized Game Object functionality is used. (1185568)

  • Asset Pipeline: Fixed for infinite loop when importing a project with files that have same name, different casing, and are in the same folder. (1194431)

  • Asset Pipeline: Native plugins are imported together with scripts. (1249129)

  • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)

  • Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)

  • Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)

  • Graphics: Fixed occasional "Invalid memory pointer" error when a GPU instanced mesh particle system is visible. (1256196)

  • IL2CPP: Corrected Array.CreateInstance(Type, int[], int[]) to create an SZ_ARRAY when passed rank of {1} and lower bounds of {0}. (1217556)

  • IL2CPP: Correctly convert delegates that have reference return types. (1247218)

  • IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)

  • IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. (1251628)

  • IL2CPP: Fixed GC performance regression on Android and Linux.

  • IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. (1242285)

  • IMGUI: Fixed an issue where UGUI Components receive MouseOver events when the Player is in Windowed Mode, focused and the mouse is outside the window. (1250718)

  • iOS: Fixed occasional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity have been killed.

  • iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged. (1252463)

  • iOS: On iOS13 it is now possible to customize launchscreen viewcontroller, so it will adhere to unity settings for statusbar appearance and enabled orientations. (1253671)

  • Mobile: Fixed 109 error message appearing on mobile. (1245254)

  • Multiplayer: Fixed NetworkTransport.LoadEncryptionLibrary to accept paths with non-ASCII characters on Windows. (1258981)

  • Package Manager: Fixed an issue preventing player builds to succeed when burst compilation is disabled.

  • Package Manager: Fixed compatibility issues between burst and older linux distros.

  • Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. (1256510)

  • Physics: Fixed an issue with cloth not updating its skinned mesh properly on the first frame it becomes visible. (1254174)

  • Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. (1224213)

  • Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices. (1153027)

  • Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component. (1235092)

  • Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. (1255013)

  • Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. (1241230)

  • SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct. (1248706)

  • Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)

  • Scripting: Fixed engine code stripping bug when a user assembly was named or matched any of the other engine module names. (1249190)

  • Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. (1252232)

  • UI Elements: Inline style getter return the correct unit. (1258959)

  • XR: Add more details to error message when Hololens remoting fails to load the dll. (1161718)

  • XR: Fixed assert due to invalid camera pose on first frame of Hololens remoting connect. (1243433)

  • XR: Fixed issue with package list requests causing delays and error reports in console. (1253547)

Changes

  • Package Manager: Output of is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.

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

We are happy to announce Unity 2019.4.4f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.4f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • 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)

  • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.4f1 Release Notes

Fixes

  • 2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)

  • 2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated

  • Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)

  • Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)

  • Asset Pipeline: Fixed issue triggering Asserts (1238301)

  • Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)

  • Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)

  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

  • Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)

  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)

  • Graphics: Add a getter for GameObject scene culling mask. (1248283)

  • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.

  • Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. (1254370)

  • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)

  • iOS: fixed Screen.orientation being Unknown for several frames at startup (1251276)

  • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.

  • Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)

  • Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)

  • Scripting: Debugger improvements and crash fixes (1249172)

  • Scripting: Fix an error for async debug of a generic method (1241280)

  • Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points (1241344)

  • Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly (1235903)

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

We are happy to announce Unity 2019.4.3f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.3f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • Graphics Device Backends: Shader error undeclared identifier "UNITY_TRANSFER_LIGHTING" when building project for the first time after project launch (1259980)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.3f1 Release Notes

Fixes

  • 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. (1235972)

  • 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab (1246133)

  • 2D: Fixed exception when creating UXML Template asset with 2D Animation package installed. (1222158)

  • 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object (1240514)

  • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)

  • Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install_signal_handlers entry. (1251688)

  • Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. (1198771)

  • Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type (1246400)

  • Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index (1253355)

  • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

  • Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. (1249407)

  • Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. (1246876)

  • Asset Pipeline: Fix for crash in inside mono that could happen during cache server download (1250445)

  • Audio: Set override sample settings sets override for incorrect platform when passing a string (1237576)

  • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes (1177629)

  • Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.

  • CodeEditor: Enable player generation in GUI

  • CodeEditor: Local and Embedded packages are the default value when we have a new project (1256981)

  • Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute . (1247276)

  • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

  • Editor: Fixed input lagging when the editor is running slow. (1251652)

  • Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. (1244789)

  • Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. (1243122)

  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

  • Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. (1252798)

  • Graphics: Fix: SplashScreen logo and background textures not being deallocated (1186265)

  • Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. (1254964)

  • Graphics: Fixed crash on shader warmup (1251734)

  • Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes (1232580)

  • Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4 (1179336)

  • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order (1199899)

  • IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.

  • IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB

  • IL2CPP: Generate less source code for managed debugging. (1205136)

  • IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. (1248335)

  • iOS: Fixed iOS append build failing. (1248692)

  • License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode (1248890)

  • macOS: Fixed crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

  • Package Manager: Fixed network requests sometime mislabeling the host as when unsuccessful.

  • Package Manager: Package manager: Fixed git package failing when revision anchor and query parameters are both set. (1229318)

  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

  • Profiler: Fixed profiler collecting samples when Playmode is paused (1244286)

  • Scripting: Fixed issue with x64 jit codegen with regard to valuetype references (1252663)

  • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)

  • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

  • WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. (1210338)

  • Windows: Fix incorrect mouse position in Wheel input events (1213982)

  • Windows: Fix NewInput not respecting swapped mouse buttons (1242306)

  • XR: Fixed Vulkan framebuffer layer count logic when using multiview.

  • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)

Changes

  • 2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template

  • iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1

Improvements

  • 2D: Allow mesh to be baked to save generated geometry data in Sprite Shape

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

We are happy to announce Unity 2018.4.24f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.24f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.24f1 Release Notes

Fixes

  • 2D: [Windows] Unity crashes when packing big amount of atlases. (1219643)

  • Android: Fix occasional crash when aborting UnityWebRequest. (1240281)

  • Android: Fix the issue that DIR_UNITYPROJECT/DIR_GRADLEPROJECT are using the wrong '\' director separator on windows. (1088160)

  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format. (1175291)

  • Android: Fixed freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes. (1236183)

  • Android: Fixes Screen.currentResolution reporting incorrect values after change in orientation. (1246822)

  • Android: Unity analytics does not get advertising ID anymore.

  • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph. (1223570)

  • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)

  • Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. (1219764)

  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. (1234924)

  • Build Pipeline: Fixed cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)

  • Build Pipeline: Fixed rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. (1181323)

  • Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build. (1209767)

  • CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html. (1208183)

  • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)

  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player. (1222579)

  • Editor: Fixed issue where you could have invalid characters in your bundle id. (1140627)

  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

  • Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. (1203097)

  • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)

  • Graphics: Fixed necessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.

  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

  • iOS: Check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used. (1242276)

  • iOS: Deleted LaunchImage folder when doing iOS build. (1240800)

  • iOS: Fixed an issue that prevents native windows from overlapping the Unity view. (1247256)

  • iOS: Fixed iOS Achievements Callback GameCenter Crash. (1087475)

  • iOS: fixed ReplayKit.APIAvailable returning false on the first call. (1233569)

  • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation. (1232967)

  • iOS: Fixed UnauthorizedAccessException: Access to the path '/Applications/2019.1/Unity 2019.1.0a12/PlaybackEngines/iOSSupport/Trampoline/build/SharedPrecompiledHeaders' is denied. (1108549)

  • iOS: Launch Images are no longer supported, as per new Apple guidelines. (1194762)

  • macOS: Fixed issue where a system dialog pops up in batch mode after a previous crash. (1183783)

  • macOS: Fixed unreadable text in macOS installer in dark mode. (1210046)

  • Mobile: Fixed CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

  • Mobile: Fixed horizontal axis input from MFI controllers on iOS 13. (1239980)

  • Mobile: Fixed iPad Spotlight icon name label in PlayerSettings. (1239020)

  • Package Manager: Fixed a security issue.

  • Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. (1230566)

  • Particles: Fixed applying a preset in the MinMaxCurve pop-out editor window. (1237306)

  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices. (1242446)

  • Prefabs: Fixed references could be lost if a prefab was edited and saved after a player build. (1238280)

  • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)

  • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference. (1233462)

  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

  • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)

  • Scripting: Fixed an issue where FileSystemWatcher was not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. (1066732)

  • Scripting: Fixed Catalina OSX returning 0 for disk space on read only drives. (1221933)

  • Scripting: Fixed crash in debugger during enter playmode. (1013579)

  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

  • Scripting: Fixed intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)

  • Scripting: Fixed race condition that would cause a hang when using threaded C# sockets. (1028819)

  • Scripting: Fixed unnecessary allocation in Enum.HasFlags. (1211643)

  • Scripting: [Debugger] Fixed crash when there is a generic struct with a field that is an enumerator. (1210416)

  • Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously. (1228264)

  • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.

  • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

  • TextCore: Fixed kerning values incorrect when using SDF8, SDF16 and SDF32 Render modes. (1249497)

  • TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)

  • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException. (1249491)

  • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

  • TextMeshPro: - Updated FontEngine to improve performance as well as reduce memory allocations.

    • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
    • Fixed memory allocation issue when retrieving glyph adjustment pairs.
    • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
    • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
    • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)

  • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)

  • XR: Fixed latency increase caused by prediction fixes. (1254226)

  • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions. (1207680)

Improvements

  • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.

Features

  • Android: Allow to use a custom Gradle version.

We are happy to announce Unity 2019.4.2f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.2f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Editor does not quit when pressing the X button (1175847)

  • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scene/Game View: Range and direction of the Light component are not shown in the Game view when Gizmos are toggled on (1256471)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

  • Universal RP: Launching the Editor crashes on GetRenderPipelineScript when the project contains a Shader Variant Collection (1251734)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.2f1 Release Notes

Fixes

  • 2D: Crash in ProcessVertices when applying texture type to Sprite for specific images (1249106)

  • 2D: Gameobjects with regular Sprites and Sprite Skin are not added to the same Batch (1248295)

  • Asset Pipeline: Fix for a crash in script type hash generation that occurred in a certain type recursion scenario. (1253864)

  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)

  • GI: Fixed crash that sometimes occur when loading scenes. (1248769)

  • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper (1244336)

  • GI: Release temp gpu memory used by progressive lightmapper just before denoising to improve denoisers stability. (1117995)

  • Graphics: - DX11 backend no longer crashes if constantbuffer values are being changed with incompatible shader bound (1246991)

  • Graphics: Fix crash in culling jobs when intermediate renderers have been deleted. (1241054)

  • Graphics: Fix for using a ComputeBuffer as in input after calling SetCounter immediately before the next Dispatch.

  • Graphics: Speed up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)

  • iOS: fix for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1176134)

  • iOS: Fix iOS Achievements Callback GameCenter Crash (1087475)

  • Linux: Sprite Editor menus function correctly (1252332)

  • Package Manager: Fix Parts of the Asset Store login popup are pushed offscreen if the login fails (1202551)

  • Physics: Fixed an issue where Cloth components interacting with colliders would behave incorrectly (1219030)

  • Physics: Fixed an issue where Cloth components would become bouncy/elastic at the start of the simulation (1253075)

  • Physics: Fixed an issue where the Cloth component's particles would inherit residual forces at startup and cause the cloth to behave erratically (1251897)

  • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation

  • Windows: Fixed build icon's alpha value is not shown correctly (1209971)

  • XR: Fix order of single-pass instancing shader variables for gles3 (1187259)

  • XR: Update XR Plug-in Management to 3.2.12.
    Update Windows MR Plug-in package to 2.2.0. (1253326)

API Changes

  • iOS: Deprecated: Deprecated
    1. UnityEngine.iOS.LocalNotification
    2. UnityEngine.iOS.RemoteNotification
    3. UnityEngine.iOS.NotificationServices

Changes

  • Timeline: Updated Timeline package to version 1.2.15

Improvements

  • Android: Improve performance of constant buffer memory access on Adreno devices when using Vulkan (1248891)

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

We are happy to announce Unity 2019.4.1f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.1f1

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Cloth: Cloth does not correctly bend and fall when in contact with a Collider (1219030)

  • CodeEditors: Crah with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Plugging time into a master node on HDRP crashes Unity (1246991)

  • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Editor does not quit when pressing the X button (1175847)

  • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.1f1 Release Notes

Fixes

  • Android: Copy mapping file from the correct location

  • Android: Detect new layout Android SDK tools (1229382)

  • Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)

  • Android: Unity analytics does not get advertising ID anymore

  • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)

  • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)

  • Asset Bundles: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle (1184918)

  • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

  • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)

  • Bug Reporter: Fix a folder compression failure when path length is bigger than 260 symbols (1175262)

  • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set (1244224)

  • Editor: Assembly References to package assemblies break IDE projects (1248962)

  • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition (1246524)

  • Editor: Fix crash when Animator window is open. macOS (1242026)

  • Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

  • Editor: Fixed issue where refresh timestamp in Package Manager/In Project view would not update correctly. (1254141)

  • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)

  • Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload (1159201)

  • Editor: Preset target has the Preset asset name in the Preset inspector instead of a blank name so custom inspector can always rely on the .target.name value to be the asset one. (1210891)

  • Editor: prevents hang from calling capturescreenshotastexture() outside of playmode (1238552)

  • Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors). (1231003)

  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

  • Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)

  • Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)

  • Graphics: Fix RWBuffer<uint> in OpenGL ES 3.1 compute shaders (1237688)

  • Graphics: RenderDoc integration crash fixed. (1208237)

  • Graphics: Setting MeshRenderer.additionalVertexStreams doesn't use the correct override Color when SRP Batcher is enabled (1250239)

  • Graphics: VFX : Fix Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)

  • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy (1230230)

  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

  • iOS: Fix iPhone bluetooth controller buttons not registering input (1241180)

  • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)

  • iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start. (1211074)

  • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)

  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)

  • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone (1221132)

  • Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

  • Mobile: Fix horizontal axis input from MFI controllers on iOS 13. (1239980)

  • Mobile: Fix iOS applicationIdentifier resetting during project upgrade. (1225872)

  • Mobile: Fix iPad Spotlight icon name label in PlayerSettings. (1239020)

  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

  • Package Manager: Fixed an issue in the method did not properly use the contents of when was missing.

  • Package Manager: Fixed an issue in the method which could sometimes result in file permission issues.

  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.

  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.

  • Package Manager: Fixed an issue where the method would silence errors and return an empty list of packages when there were registry reachability issues.

  • Particles: Fix opaque particle lighting in deferred rendering (1193339)

  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices (1242446)

  • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values (1172171)

  • Physics: Fixed an issue with tethers not being created (1238039)

  • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)

  • Prefabs: Fixed ShowPrefabAssetRestructuringDialog crash when adding a RectTranform on an object (1243637)

  • Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API (1235709)

  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

  • Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception. (1204074)

  • Scripting: Fixes Catalina OSX returning 0 for disk space on read only drives. (1221933)

  • Scripting: Potential fix for random crash. (1232819)

  • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)

  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.

    • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
    • Fixed memory allocation issue when retrieving glyph adjustment pairs.
    • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
    • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
    • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException (1249491)

  • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)

  • TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes (1249497)

  • Version Control: Fix Temp/Package files getting added when installing a UPM (1250933)

  • XR: Fixed latency increase caused by prediction fixes.

API Changes

  • Graphics: Added: Image conversion into a NativeArray is supported.
    ImageConversion.EncodeNativeArrayToTGA
    ImageConversion.EncodeNativeArrayToJPG
    ImageConversion.EncodeNativeArrayToPNG
    ImageConversion.EncodeNativeArrayToEXR

  • Package Manager: Changed: The option is now enabled by default when absent from the project manifest

Changes

  • 2D: Allowed users to set 0 for Offset Distance for a Composite Collider 2D.

Improvements

  • Package Manager: Dependency resolution now automatically resolves trivial conflicts.

  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.

  • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)

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

We are happy to announce Unity 2019.4.0f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.0f1

  • Animation: [macOS] Inconsistent crash in objc_msgSend/objc_retain when previewing Animations with Animator window open (1242026)

  • 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)

  • 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)

  • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scripting: Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

  • Scripting: [SerializeReference] non-serialized Initialized fields lose their values when entering and during play mode. (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Version Control: Temp/Package files are added to VCS after installing any package and having Automatic Add on (1250933)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.0f1 Release Notes (since 2019.3.15f1)

Fixes

  • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer (1237963)

  • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)

  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format (1175291)

  • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown (1222757)

  • Asset Import: Adding multiple MonoBehaviour scripts on the same GameObject using OnPostprocessModel during a ModelImporter import does not log uniqueness warning on new assets. It still does log the message on already imported assets because all references to it would be lost otherwise. (1176912)

  • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files (1189088)

  • Asset Import: Fixed an issue where upgrading a project to Asset Database v2 could throw 'unknown script' errors

  • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)

  • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)

  • GI: Fixed GI baking in batchmode when using Scriptable Render Pipelines. (1211448)

  • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)

  • Graphics: Fixed crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode (1232862)

  • Graphics: Fixed crash when trying to load RenderDoc while using OpenGL / DirectX12 Graphics API Backend. (1149494)

  • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)

  • Graphics: Fixes a crash when requesting read back into NativeArray multiple times, or using a very small NativeArray. (1194440)

  • IL2CPP: Fix JSON exception when building project with large number of scenes (1240780)

  • IL2CPP: GetIPProperties().GatewayAddresses now properly runs on MacOS (1226597)

  • iOS: Delete LaunchImage folder when doing iOS build. (1240800)

  • Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used. (1130242)

  • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)

  • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)

  • Scripting: Fix issue with AnimatorController not included when strip engine code is enabled (1156093)

  • Scripting: Prevent statistics logging errors from impacting customers (1241238)

  • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data (1183547)

  • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)

  • Shaders: Fixed broken shader variant tracking in the editor. (1169786)

  • XR: Set the appropriate Vulkan usage flag for the fragment density map.

Changes

  • Multiplayer: Updated com.unity.multiplayer-hlapi package version from 1.0.4 to 1.0.6, automatically added when upgrading older projects (1152421, 1243934)

  • XR: XRDevice.isPresent has been flagged as Obsolete and will be removed in the future. (1215467)

We are happy to announce Unity 2018.4.23f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.23f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)

  • OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode (1230566)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Scene Management: Prefab Variant Transform fileId changes (1238280)

  • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.23f1 Release Notes

Fixes

  • Android: Fixed an issue where Android keyboard not reporting LostFocus state correctly. (1229827)

  • Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs. (1184551)

  • Asset Import: Fixed an 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)

  • Asset Import: Fixed an issue where TextureImporter was dirtied when creating a preset. (1242249)

  • Asset Import: Texture Importer builds all targets before first enable. (1231227)

  • Asset Pipeline: Fixed a sorting issue that was causing indeterminism in Content Update Pipeline. (1197035)

  • Editor: Fixed an issue where smart rounding was causing problems with large scale values with the Rect tool. (1225799)

  • Editor: Fixed an issue where SyntaxTree namespace cannot be referenced. (1205800)

  • Graphics: Fixed a memory leak when disabling texture mip streaming (after enabled). (1227997)

  • Graphics: Fixed a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)

  • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)

  • Physics: Fixed an issue where having a cloth as part of a prefab would endlessly attempt to update the prefab. (1195095)

  • Physics: Fixed an issue with cloth where it would corrupt transform changed state. (1187252)

  • Prefabs: Fixed a slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)

  • Prefabs: Fixed an issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)

  • Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. (1093368)

  • Scripting: Fixed a batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)

  • Security: Fixed UNET vulnerabilities. (CVE-2020-12630) (CVE-2020-12631)

  • Video: Fixed an issue where video-heavy project does not get successfully imported when launching the project in batchmode. (1172957)

Improvements

  • Shaders: UNITY_OLD_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.
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Unity 2020 LTS provides a stable foundation for projects that are in production or about to ship. Unity 2020 LTS stream release has the same feature set as the 2020.2 Tech stream release.

We’re committed to supporting 2020.3 LTS releases with biweekly updates until mid-2022, after which updates will be monthly until March 2023 (two years after the initial release date). These updates will only cover usability fixes aimed at improving the stability of the product to enable users to ship their projects.

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We are happy to announce Unity 2019.4.6f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.6f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

  • Asset Importers: Models change their position in scene when upgrading project (1261935)

  • 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)

  • Graphics - LowLevel: AsyncGPUReadback can leak memory under certain circumstances. (1260624)

  • 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)

  • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • MacOS: [macOS] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present (1232673)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

  • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

  • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Window Management: Crash on block_remove when initiating a drag and closing the window from which the drag originated (1221016)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.6f1 Release Notes

Fixes

  • Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. (1253349)

  • Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput. (1251399)

  • Apple TV: Fixed crash on startup due to large vm blocks usage

  • Audio: Fixed import failures with certain low-bitrate/-samplerate clips. (1143239)

  • Editor: Fixed NullReferenceException being thrown when closing a Modal window using the Close method. (1251200)

  • Editor: Fixed the crash while opening a custom StreamVR Input Window. (1211288)

  • Editor: No longer show the splash screen when running the Linux editor in batch mode. (1218988)

  • Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan.

  • Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. (1256699)

  • Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. (1256696)

  • Graphics: Fixed shader codegen for countbits() function in Metal and GLSL/SPIR-V

  • Graphics: Fixed shader with constant buffer not used causing crashes in editor. (1263127)

  • Graphics: Made sure the mojo-shader-preprocessor is not using fixed arrays while reducing an expression. (1217043)

  • Graphics: Metal: Fix HLSL compatibility with DrawProceduralIndirect, SV_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior

  • Graphics: Metal: Fix system instability/hang issues with texture versioning

  • Graphics: Metal: Fixed Indirect drawcalls from binding buffers with wrong offset

  • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination

  • Graphics: Metal: Fixes to direct binding of ConstantBuffers

  • Graphics: Metal: Separated ComputeBuffer counters into separate physical buffers to improve data access/alignment

  • Input: Corrected inconsistent display names in the input debugger on macos. (1210302)

  • iOS: Fixed crash in WebCamTexture when permission has been denied to the cameras. (1217018)

  • Package Manager: Fixed error on opening Editor with Package Manager opened to My Assets. (1210282)

  • Package Manager: Fixed loading spinner rotation speed. (1248718)

  • Package Manager: Fixed package versions list offset bug. (1263104)

  • Profiler: Fixed OOM crash when saving large frame in Profiler. (1253117)

  • Shaders: Fixed a crash when using local shader keywords and UsePass functionality. (1259778)

  • Shaders: Fixed a shader compiler crash when two cbuffers with the same name are declared within the same shader. This now results in a compilation error. (1242162)

  • Shaders: Fixed player crashing when warming up a shader with local keywords that has a fallback that also has local keywords (a different set). (1258697)

  • Shaders: Shader variant collection can now use local shader keywords when creating a variant from C#. (1244648)

  • UI: Fixed the issue where the vertices were not stripped for rich text in multi line. (1182818)

  • UI Toolkit: No longer allocating TextInfo inside TextHandle when not necessary. (1249096)

  • XR: Fixed Camera matrix returns for HL2 photo capture. (1207427)

Features

  • Input: Input System has been added as a verified package.

  • Package Manager: Split into and .

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

We are happy to announce Unity 2018.4.25f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.25f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

  • Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

  • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.25f1 Release Notes

Fixes

  • Android: Allow Android's OS setting to force rendering outside safe area. (1223467)

  • Android: Fix Cutout is calculated incorrectly when device is not in full screen mode. (1204141)

  • Android: Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project (1164013)

  • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

  • Asset Bundles: Fixed handling of shaders in Asset Bundles to make them more deterministic (1255960, 1255970)

  • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

  • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

  • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations on Nintendo Switch.

  • Graphics: Fix issue where SRP would allocate memory each frame (1165372)

  • Graphics: Fixed crash when using lines/trails with command buffers. (1216216)

  • Graphics: Fixed Visible AO artifact on XBOX ONE (1167455)

  • IL2CPP: Fixed crash when null is thrown in a try block (1248335)

  • IL2CPP: Generate less source code for managed debugging. (1205136)

  • IL2CPP: Throw a System.IO.FileNotFoundException exception when a file is not found for UWP builds. (1248611)

  • iOS: Fixed iPhone bluetooth controller buttons not registering input (1241180)

  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

  • Particles: Fixed deselect when clicking a preset ParticleSystem icon. (1198545)

  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

  • Scripting: Fixed the editor crash with popup "The file 'MemoryStream' is corrupted!" (1244125)

  • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)

  • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

  • XR: Fixed order of single-pass instancing shader variables for gles3 (1187259)

Changes

  • Package Manager: Updated the Package Manager UI package to 2.0.13.

We are happy to announce Unity 2019.4.5f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.5f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

  • Asset Importers: Models change their position in scene when upgrading project (1261935)

  • 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)

  • 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)

  • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

  • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.5f1 Release Notes

Fixes

  • 2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers. (1251717)

  • Android: Fixed failing texture compression in Linux Editor. (1222219)

  • Animation: Fixed animation does not play correctly when Optimized Game Object functionality is used. (1185568)

  • Asset Pipeline: Fixed for infinite loop when importing a project with files that have same name, different casing, and are in the same folder. (1194431)

  • Asset Pipeline: Native plugins are imported together with scripts. (1249129)

  • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)

  • Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)

  • Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)

  • Graphics: Fixed occasional "Invalid memory pointer" error when a GPU instanced mesh particle system is visible. (1256196)

  • IL2CPP: Corrected Array.CreateInstance(Type, int[], int[]) to create an SZ_ARRAY when passed rank of {1} and lower bounds of {0}. (1217556)

  • IL2CPP: Correctly convert delegates that have reference return types. (1247218)

  • IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)

  • IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. (1251628)

  • IL2CPP: Fixed GC performance regression on Android and Linux.

  • IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. (1242285)

  • IMGUI: Fixed an issue where UGUI Components receive MouseOver events when the Player is in Windowed Mode, focused and the mouse is outside the window. (1250718)

  • iOS: Fixed occasional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity have been killed.

  • iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged. (1252463)

  • iOS: On iOS13 it is now possible to customize launchscreen viewcontroller, so it will adhere to unity settings for statusbar appearance and enabled orientations. (1253671)

  • Mobile: Fixed 109 error message appearing on mobile. (1245254)

  • Multiplayer: Fixed NetworkTransport.LoadEncryptionLibrary to accept paths with non-ASCII characters on Windows. (1258981)

  • Package Manager: Fixed an issue preventing player builds to succeed when burst compilation is disabled.

  • Package Manager: Fixed compatibility issues between burst and older linux distros.

  • Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. (1256510)

  • Physics: Fixed an issue with cloth not updating its skinned mesh properly on the first frame it becomes visible. (1254174)

  • Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. (1224213)

  • Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices. (1153027)

  • Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component. (1235092)

  • Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. (1255013)

  • Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. (1241230)

  • SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct. (1248706)

  • Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)

  • Scripting: Fixed engine code stripping bug when a user assembly was named or matched any of the other engine module names. (1249190)

  • Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. (1252232)

  • UI Elements: Inline style getter return the correct unit. (1258959)

  • XR: Add more details to error message when Hololens remoting fails to load the dll. (1161718)

  • XR: Fixed assert due to invalid camera pose on first frame of Hololens remoting connect. (1243433)

  • XR: Fixed issue with package list requests causing delays and error reports in console. (1253547)

Changes

  • Package Manager: Output of is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.

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

We are happy to announce Unity 2019.4.4f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.4f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • 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)

  • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.4f1 Release Notes

Fixes

  • 2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)

  • 2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated

  • Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)

  • Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)

  • Asset Pipeline: Fixed issue triggering Asserts (1238301)

  • Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)

  • Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)

  • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

  • Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)

  • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)

  • Graphics: Add a getter for GameObject scene culling mask. (1248283)

  • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.

  • Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. (1254370)

  • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)

  • iOS: fixed Screen.orientation being Unknown for several frames at startup (1251276)

  • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.

  • Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)

  • Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)

  • Scripting: Debugger improvements and crash fixes (1249172)

  • Scripting: Fix an error for async debug of a generic method (1241280)

  • Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points (1241344)

  • Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly (1235903)

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

We are happy to announce Unity 2019.4.3f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.3f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • Graphics Device Backends: Shader error undeclared identifier "UNITY_TRANSFER_LIGHTING" when building project for the first time after project launch (1259980)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

  • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.3f1 Release Notes

Fixes

  • 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. (1235972)

  • 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab (1246133)

  • 2D: Fixed exception when creating UXML Template asset with 2D Animation package installed. (1222158)

  • 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object (1240514)

  • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)

  • Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install_signal_handlers entry. (1251688)

  • Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. (1198771)

  • Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type (1246400)

  • Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index (1253355)

  • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

  • Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. (1249407)

  • Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. (1246876)

  • Asset Pipeline: Fix for crash in inside mono that could happen during cache server download (1250445)

  • Audio: Set override sample settings sets override for incorrect platform when passing a string (1237576)

  • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes (1177629)

  • Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.

  • CodeEditor: Enable player generation in GUI

  • CodeEditor: Local and Embedded packages are the default value when we have a new project (1256981)

  • Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute . (1247276)

  • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

  • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

  • Editor: Fixed input lagging when the editor is running slow. (1251652)

  • Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. (1244789)

  • Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. (1243122)

  • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

  • Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. (1252798)

  • Graphics: Fix: SplashScreen logo and background textures not being deallocated (1186265)

  • Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. (1254964)

  • Graphics: Fixed crash on shader warmup (1251734)

  • Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes (1232580)

  • Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4 (1179336)

  • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order (1199899)

  • IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.

  • IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB

  • IL2CPP: Generate less source code for managed debugging. (1205136)

  • IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. (1248335)

  • iOS: Fixed iOS append build failing. (1248692)

  • License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode (1248890)

  • macOS: Fixed crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

  • Package Manager: Fixed network requests sometime mislabeling the host as when unsuccessful.

  • Package Manager: Package manager: Fixed git package failing when revision anchor and query parameters are both set. (1229318)

  • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

  • Profiler: Fixed profiler collecting samples when Playmode is paused (1244286)

  • Scripting: Fixed issue with x64 jit codegen with regard to valuetype references (1252663)

  • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)

  • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

  • WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. (1210338)

  • Windows: Fix incorrect mouse position in Wheel input events (1213982)

  • Windows: Fix NewInput not respecting swapped mouse buttons (1242306)

  • XR: Fixed Vulkan framebuffer layer count logic when using multiview.

  • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)

Changes

  • 2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template

  • iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1

Improvements

  • 2D: Allow mesh to be baked to save generated geometry data in Sprite Shape

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

We are happy to announce Unity 2018.4.24f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.24f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.24f1 Release Notes

Fixes

  • 2D: [Windows] Unity crashes when packing big amount of atlases. (1219643)

  • Android: Fix occasional crash when aborting UnityWebRequest. (1240281)

  • Android: Fix the issue that DIR_UNITYPROJECT/DIR_GRADLEPROJECT are using the wrong '\' director separator on windows. (1088160)

  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format. (1175291)

  • Android: Fixed freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes. (1236183)

  • Android: Fixes Screen.currentResolution reporting incorrect values after change in orientation. (1246822)

  • Android: Unity analytics does not get advertising ID anymore.

  • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph. (1223570)

  • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)

  • Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. (1219764)

  • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. (1234924)

  • Build Pipeline: Fixed cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)

  • Build Pipeline: Fixed rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. (1181323)

  • Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build. (1209767)

  • CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html. (1208183)

  • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)

  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player. (1222579)

  • Editor: Fixed issue where you could have invalid characters in your bundle id. (1140627)

  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

  • Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. (1203097)

  • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)

  • Graphics: Fixed necessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.

  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

  • iOS: Check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used. (1242276)

  • iOS: Deleted LaunchImage folder when doing iOS build. (1240800)

  • iOS: Fixed an issue that prevents native windows from overlapping the Unity view. (1247256)

  • iOS: Fixed iOS Achievements Callback GameCenter Crash. (1087475)

  • iOS: fixed ReplayKit.APIAvailable returning false on the first call. (1233569)

  • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation. (1232967)

  • iOS: Fixed UnauthorizedAccessException: Access to the path '/Applications/2019.1/Unity 2019.1.0a12/PlaybackEngines/iOSSupport/Trampoline/build/SharedPrecompiledHeaders' is denied. (1108549)

  • iOS: Launch Images are no longer supported, as per new Apple guidelines. (1194762)

  • macOS: Fixed issue where a system dialog pops up in batch mode after a previous crash. (1183783)

  • macOS: Fixed unreadable text in macOS installer in dark mode. (1210046)

  • Mobile: Fixed CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

  • Mobile: Fixed horizontal axis input from MFI controllers on iOS 13. (1239980)

  • Mobile: Fixed iPad Spotlight icon name label in PlayerSettings. (1239020)

  • Package Manager: Fixed a security issue.

  • Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. (1230566)

  • Particles: Fixed applying a preset in the MinMaxCurve pop-out editor window. (1237306)

  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices. (1242446)

  • Prefabs: Fixed references could be lost if a prefab was edited and saved after a player build. (1238280)

  • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)

  • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference. (1233462)

  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

  • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)

  • Scripting: Fixed an issue where FileSystemWatcher was not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. (1066732)

  • Scripting: Fixed Catalina OSX returning 0 for disk space on read only drives. (1221933)

  • Scripting: Fixed crash in debugger during enter playmode. (1013579)

  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

  • Scripting: Fixed intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)

  • Scripting: Fixed race condition that would cause a hang when using threaded C# sockets. (1028819)

  • Scripting: Fixed unnecessary allocation in Enum.HasFlags. (1211643)

  • Scripting: [Debugger] Fixed crash when there is a generic struct with a field that is an enumerator. (1210416)

  • Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously. (1228264)

  • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.

  • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

  • TextCore: Fixed kerning values incorrect when using SDF8, SDF16 and SDF32 Render modes. (1249497)

  • TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)

  • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException. (1249491)

  • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

  • TextMeshPro: - Updated FontEngine to improve performance as well as reduce memory allocations.

    • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
    • Fixed memory allocation issue when retrieving glyph adjustment pairs.
    • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
    • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
    • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)

  • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)

  • XR: Fixed latency increase caused by prediction fixes. (1254226)

  • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions. (1207680)

Improvements

  • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.

Features

  • Android: Allow to use a custom Gradle version.

We are happy to announce Unity 2019.4.2f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.2f1

  • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

  • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

  • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Editor does not quit when pressing the X button (1175847)

  • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scene/Game View: Range and direction of the Light component are not shown in the Game view when Gizmos are toggled on (1256471)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

  • Universal RP: Launching the Editor crashes on GetRenderPipelineScript when the project contains a Shader Variant Collection (1251734)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.2f1 Release Notes

Fixes

  • 2D: Crash in ProcessVertices when applying texture type to Sprite for specific images (1249106)

  • 2D: Gameobjects with regular Sprites and Sprite Skin are not added to the same Batch (1248295)

  • Asset Pipeline: Fix for a crash in script type hash generation that occurred in a certain type recursion scenario. (1253864)

  • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)

  • GI: Fixed crash that sometimes occur when loading scenes. (1248769)

  • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper (1244336)

  • GI: Release temp gpu memory used by progressive lightmapper just before denoising to improve denoisers stability. (1117995)

  • Graphics: - DX11 backend no longer crashes if constantbuffer values are being changed with incompatible shader bound (1246991)

  • Graphics: Fix crash in culling jobs when intermediate renderers have been deleted. (1241054)

  • Graphics: Fix for using a ComputeBuffer as in input after calling SetCounter immediately before the next Dispatch.

  • Graphics: Speed up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)

  • iOS: fix for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1176134)

  • iOS: Fix iOS Achievements Callback GameCenter Crash (1087475)

  • Linux: Sprite Editor menus function correctly (1252332)

  • Package Manager: Fix Parts of the Asset Store login popup are pushed offscreen if the login fails (1202551)

  • Physics: Fixed an issue where Cloth components interacting with colliders would behave incorrectly (1219030)

  • Physics: Fixed an issue where Cloth components would become bouncy/elastic at the start of the simulation (1253075)

  • Physics: Fixed an issue where the Cloth component's particles would inherit residual forces at startup and cause the cloth to behave erratically (1251897)

  • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation

  • Windows: Fixed build icon's alpha value is not shown correctly (1209971)

  • XR: Fix order of single-pass instancing shader variables for gles3 (1187259)

  • XR: Update XR Plug-in Management to 3.2.12.
    Update Windows MR Plug-in package to 2.2.0. (1253326)

API Changes

  • iOS: Deprecated: Deprecated
    1. UnityEngine.iOS.LocalNotification
    2. UnityEngine.iOS.RemoteNotification
    3. UnityEngine.iOS.NotificationServices

Changes

  • Timeline: Updated Timeline package to version 1.2.15

Improvements

  • Android: Improve performance of constant buffer memory access on Adreno devices when using Vulkan (1248891)

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

We are happy to announce Unity 2019.4.1f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.1f1

  • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

  • Cloth: Cloth does not correctly bend and fall when in contact with a Collider (1219030)

  • CodeEditors: Crah with __pthread_kill + 10 when debugging with Rider (1241352)

  • 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)

  • Graphics - General: Plugging time into a master node on HDRP crashes Unity (1246991)

  • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

  • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

  • 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)

  • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

  • Linux: Editor does not quit when pressing the X button (1175847)

  • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

  • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

  • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.1f1 Release Notes

Fixes

  • Android: Copy mapping file from the correct location

  • Android: Detect new layout Android SDK tools (1229382)

  • Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)

  • Android: Unity analytics does not get advertising ID anymore

  • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)

  • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)

  • Asset Bundles: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle (1184918)

  • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

  • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)

  • Bug Reporter: Fix a folder compression failure when path length is bigger than 260 symbols (1175262)

  • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set (1244224)

  • Editor: Assembly References to package assemblies break IDE projects (1248962)

  • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition (1246524)

  • Editor: Fix crash when Animator window is open. macOS (1242026)

  • Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

  • Editor: Fixed issue where refresh timestamp in Package Manager/In Project view would not update correctly. (1254141)

  • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)

  • Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload (1159201)

  • Editor: Preset target has the Preset asset name in the Preset inspector instead of a blank name so custom inspector can always rely on the .target.name value to be the asset one. (1210891)

  • Editor: prevents hang from calling capturescreenshotastexture() outside of playmode (1238552)

  • Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors). (1231003)

  • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

  • Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)

  • Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)

  • Graphics: Fix RWBuffer<uint> in OpenGL ES 3.1 compute shaders (1237688)

  • Graphics: RenderDoc integration crash fixed. (1208237)

  • Graphics: Setting MeshRenderer.additionalVertexStreams doesn't use the correct override Color when SRP Batcher is enabled (1250239)

  • Graphics: VFX : Fix Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)

  • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy (1230230)

  • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

  • iOS: Fix iPhone bluetooth controller buttons not registering input (1241180)

  • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)

  • iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start. (1211074)

  • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)

  • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)

  • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone (1221132)

  • Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

  • Mobile: Fix horizontal axis input from MFI controllers on iOS 13. (1239980)

  • Mobile: Fix iOS applicationIdentifier resetting during project upgrade. (1225872)

  • Mobile: Fix iPad Spotlight icon name label in PlayerSettings. (1239020)

  • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

  • Package Manager: Fixed an issue in the method did not properly use the contents of when was missing.

  • Package Manager: Fixed an issue in the method which could sometimes result in file permission issues.

  • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.

  • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.

  • Package Manager: Fixed an issue where the method would silence errors and return an empty list of packages when there were registry reachability issues.

  • Particles: Fix opaque particle lighting in deferred rendering (1193339)

  • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

  • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

  • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices (1242446)

  • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values (1172171)

  • Physics: Fixed an issue with tethers not being created (1238039)

  • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)

  • Prefabs: Fixed ShowPrefabAssetRestructuringDialog crash when adding a RectTranform on an object (1243637)

  • Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API (1235709)

  • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

  • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

  • Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception. (1204074)

  • Scripting: Fixes Catalina OSX returning 0 for disk space on read only drives. (1221933)

  • Scripting: Potential fix for random crash. (1232819)

  • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)

  • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.

    • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
    • Fixed memory allocation issue when retrieving glyph adjustment pairs.
    • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
    • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
    • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
  • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException (1249491)

  • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)

  • TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes (1249497)

  • Version Control: Fix Temp/Package files getting added when installing a UPM (1250933)

  • XR: Fixed latency increase caused by prediction fixes.

API Changes

  • Graphics: Added: Image conversion into a NativeArray is supported.
    ImageConversion.EncodeNativeArrayToTGA
    ImageConversion.EncodeNativeArrayToJPG
    ImageConversion.EncodeNativeArrayToPNG
    ImageConversion.EncodeNativeArrayToEXR

  • Package Manager: Changed: The option is now enabled by default when absent from the project manifest

Changes

  • 2D: Allowed users to set 0 for Offset Distance for a Composite Collider 2D.

Improvements

  • Package Manager: Dependency resolution now automatically resolves trivial conflicts.

  • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.

  • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)

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

We are happy to announce Unity 2019.4.0f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2019.4.0f1

  • Animation: [macOS] Inconsistent crash in objc_msgSend/objc_retain when previewing Animations with Animator window open (1242026)

  • 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)

  • 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)

  • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)

  • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

  • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

  • Scripting: Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

  • Scripting: [SerializeReference] non-serialized Initialized fields lose their values when entering and during play mode. (1193322)

  • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

  • Version Control: Temp/Package files are added to VCS after installing any package and having Automatic Add on (1250933)

  • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

  • Windows: Cannot activate license within a docker container (1193364)

2019.4.0f1 Release Notes (since 2019.3.15f1)

Fixes

  • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer (1237963)

  • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)

  • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format (1175291)

  • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown (1222757)

  • Asset Import: Adding multiple MonoBehaviour scripts on the same GameObject using OnPostprocessModel during a ModelImporter import does not log uniqueness warning on new assets. It still does log the message on already imported assets because all references to it would be lost otherwise. (1176912)

  • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files (1189088)

  • Asset Import: Fixed an issue where upgrading a project to Asset Database v2 could throw 'unknown script' errors

  • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)

  • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)

  • GI: Fixed GI baking in batchmode when using Scriptable Render Pipelines. (1211448)

  • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)

  • Graphics: Fixed crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode (1232862)

  • Graphics: Fixed crash when trying to load RenderDoc while using OpenGL / DirectX12 Graphics API Backend. (1149494)

  • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)

  • Graphics: Fixes a crash when requesting read back into NativeArray multiple times, or using a very small NativeArray. (1194440)

  • IL2CPP: Fix JSON exception when building project with large number of scenes (1240780)

  • IL2CPP: GetIPProperties().GatewayAddresses now properly runs on MacOS (1226597)

  • iOS: Delete LaunchImage folder when doing iOS build. (1240800)

  • Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used. (1130242)

  • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)

  • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)

  • Scripting: Fix issue with AnimatorController not included when strip engine code is enabled (1156093)

  • Scripting: Prevent statistics logging errors from impacting customers (1241238)

  • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data (1183547)

  • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)

  • Shaders: Fixed broken shader variant tracking in the editor. (1169786)

  • XR: Set the appropriate Vulkan usage flag for the fragment density map.

Changes

  • Multiplayer: Updated com.unity.multiplayer-hlapi package version from 1.0.4 to 1.0.6, automatically added when upgrading older projects (1152421, 1243934)

  • XR: XRDevice.isPresent has been flagged as Obsolete and will be removed in the future. (1215467)

We are happy to announce Unity 2018.4.23f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

Unity Editor Download Assistant

Component Installers Windows

Component Installers Mac

Component Installers Linux

Known Issues in 2018.4.23f1

  • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

  • Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)

  • OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode (1230566)

  • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

  • Scene Management: Prefab Variant Transform fileId changes (1238280)

  • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

  • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

2018.4.23f1 Release Notes

Fixes

  • Android: Fixed an issue where Android keyboard not reporting LostFocus state correctly. (1229827)

  • Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs. (1184551)

  • Asset Import: Fixed an 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)

  • Asset Import: Fixed an issue where TextureImporter was dirtied when creating a preset. (1242249)

  • Asset Import: Texture Importer builds all targets before first enable. (1231227)

  • Asset Pipeline: Fixed a sorting issue that was causing indeterminism in Content Update Pipeline. (1197035)

  • Editor: Fixed an issue where smart rounding was causing problems with large scale values with the Rect tool. (1225799)

  • Editor: Fixed an issue where SyntaxTree namespace cannot be referenced. (1205800)

  • Graphics: Fixed a memory leak when disabling texture mip streaming (after enabled). (1227997)

  • Graphics: Fixed a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)

  • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)

  • Physics: Fixed an issue where having a cloth as part of a prefab would endlessly attempt to update the prefab. (1195095)

  • Physics: Fixed an issue with cloth where it would corrupt transform changed state. (1187252)

  • Prefabs: Fixed a slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)

  • Prefabs: Fixed an issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)

  • Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. (1093368)

  • Scripting: Fixed a batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)

  • Security: Fixed UNET vulnerabilities. (CVE-2020-12630) (CVE-2020-12631)

  • Video: Fixed an issue where video-heavy project does not get successfully imported when launching the project in batchmode. (1172957)

Improvements

  • Shaders: UNITY_OLD_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.
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    RSS feed

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    We are happy to announce Unity 2019.4.6f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.6f1

    • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

    • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

    • Asset Importers: Models change their position in scene when upgrading project (1261935)

    • 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)

    • Graphics - LowLevel: AsyncGPUReadback can leak memory under certain circumstances. (1260624)

    • 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)

    • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

    • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

    • MacOS: [macOS] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present (1232673)

    • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

    • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

    • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

    • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Window Management: Crash on block_remove when initiating a drag and closing the window from which the drag originated (1221016)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.6f1 Release Notes

    Fixes

    • Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. (1253349)

    • Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput. (1251399)

    • Apple TV: Fixed crash on startup due to large vm blocks usage

    • Audio: Fixed import failures with certain low-bitrate/-samplerate clips. (1143239)

    • Editor: Fixed NullReferenceException being thrown when closing a Modal window using the Close method. (1251200)

    • Editor: Fixed the crash while opening a custom StreamVR Input Window. (1211288)

    • Editor: No longer show the splash screen when running the Linux editor in batch mode. (1218988)

    • Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan.

    • Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. (1256699)

    • Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. (1256696)

    • Graphics: Fixed shader codegen for countbits() function in Metal and GLSL/SPIR-V

    • Graphics: Fixed shader with constant buffer not used causing crashes in editor. (1263127)

    • Graphics: Made sure the mojo-shader-preprocessor is not using fixed arrays while reducing an expression. (1217043)

    • Graphics: Metal: Fix HLSL compatibility with DrawProceduralIndirect, SV_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior

    • Graphics: Metal: Fix system instability/hang issues with texture versioning

    • Graphics: Metal: Fixed Indirect drawcalls from binding buffers with wrong offset

    • Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination

    • Graphics: Metal: Fixes to direct binding of ConstantBuffers

    • Graphics: Metal: Separated ComputeBuffer counters into separate physical buffers to improve data access/alignment

    • Input: Corrected inconsistent display names in the input debugger on macos. (1210302)

    • iOS: Fixed crash in WebCamTexture when permission has been denied to the cameras. (1217018)

    • Package Manager: Fixed error on opening Editor with Package Manager opened to My Assets. (1210282)

    • Package Manager: Fixed loading spinner rotation speed. (1248718)

    • Package Manager: Fixed package versions list offset bug. (1263104)

    • Profiler: Fixed OOM crash when saving large frame in Profiler. (1253117)

    • Shaders: Fixed a crash when using local shader keywords and UsePass functionality. (1259778)

    • Shaders: Fixed a shader compiler crash when two cbuffers with the same name are declared within the same shader. This now results in a compilation error. (1242162)

    • Shaders: Fixed player crashing when warming up a shader with local keywords that has a fallback that also has local keywords (a different set). (1258697)

    • Shaders: Shader variant collection can now use local shader keywords when creating a variant from C#. (1244648)

    • UI: Fixed the issue where the vertices were not stripped for rich text in multi line. (1182818)

    • UI Toolkit: No longer allocating TextInfo inside TextHandle when not necessary. (1249096)

    • XR: Fixed Camera matrix returns for HL2 photo capture. (1207427)

    Features

    • Input: Input System has been added as a verified package.

    • Package Manager: Split into and .

    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

    We are happy to announce Unity 2018.4.25f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2018.4.25f1

    • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

    • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

    • Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window (1232743)

    • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

    • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

    • Profiling: Performance issue in "Profiler" UI with increasing number of events (967289)

    • Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded (1069650)

    • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

    2018.4.25f1 Release Notes

    Fixes

    • Android: Allow Android's OS setting to force rendering outside safe area. (1223467)

    • Android: Fix Cutout is calculated incorrectly when device is not in full screen mode. (1204141)

    • Android: Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project (1164013)

    • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

    • Asset Bundles: Fixed handling of shaders in Asset Bundles to make them more deterministic (1255960, 1255970)

    • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

    • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

    • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

    • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

    • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

    • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations on Nintendo Switch.

    • Graphics: Fix issue where SRP would allocate memory each frame (1165372)

    • Graphics: Fixed crash when using lines/trails with command buffers. (1216216)

    • Graphics: Fixed Visible AO artifact on XBOX ONE (1167455)

    • IL2CPP: Fixed crash when null is thrown in a try block (1248335)

    • IL2CPP: Generate less source code for managed debugging. (1205136)

    • IL2CPP: Throw a System.IO.FileNotFoundException exception when a file is not found for UWP builds. (1248611)

    • iOS: Fixed iPhone bluetooth controller buttons not registering input (1241180)

    • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

    • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

    • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

    • Particles: Fixed deselect when clicking a preset ParticleSystem icon. (1198545)

    • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

    • Scripting: Fixed the editor crash with popup "The file 'MemoryStream' is corrupted!" (1244125)

    • UI: Dirty the canvas batch when a element is enabled. This will ensure it gets put back into the render order (1077708)

    • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

    • XR: Fixed order of single-pass instancing shader variables for gles3 (1187259)

    Changes

    • Package Manager: Updated the Package Manager UI package to 2.0.13.

    We are happy to announce Unity 2019.4.5f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.5f1

    • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

    • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • Asset Import Pipeline: [AssetDatabase2] Editor encounters an endless recursion when importing a Prefab from a Unity Package file (1260657)

    • Asset Importers: Models change their position in scene when upgrading project (1261935)

    • 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)

    • 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)

    • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

    • Inspector Framework: Crash on mono_method_signature_checked when selecting a Context Menu option that has been removed from code (1263906)

    • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

    • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

    • Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL (1262936)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.5f1 Release Notes

    Fixes

    • 2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers. (1251717)

    • Android: Fixed failing texture compression in Linux Editor. (1222219)

    • Animation: Fixed animation does not play correctly when Optimized Game Object functionality is used. (1185568)

    • Asset Pipeline: Fixed for infinite loop when importing a project with files that have same name, different casing, and are in the same folder. (1194431)

    • Asset Pipeline: Native plugins are imported together with scripts. (1249129)

    • Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)

    • Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. (1227510)

    • Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. (1238290)

    • Graphics: Fixed occasional "Invalid memory pointer" error when a GPU instanced mesh particle system is visible. (1256196)

    • IL2CPP: Corrected Array.CreateInstance(Type, int[], int[]) to create an SZ_ARRAY when passed rank of {1} and lower bounds of {0}. (1217556)

    • IL2CPP: Correctly convert delegates that have reference return types. (1247218)

    • IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. (1251011)

    • IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. (1251628)

    • IL2CPP: Fixed GC performance regression on Android and Linux.

    • IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. (1242285)

    • IMGUI: Fixed an issue where UGUI Components receive MouseOver events when the Player is in Windowed Mode, focused and the mouse is outside the window. (1250718)

    • iOS: Fixed occasional crash on exit coming from iOS calling [UIViewController prefersHomeIndicatorAutoHidden] or [UIViewController preferredScreenEdgesDeferringSystemGestures] after unity have been killed.

    • iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged. (1252463)

    • iOS: On iOS13 it is now possible to customize launchscreen viewcontroller, so it will adhere to unity settings for statusbar appearance and enabled orientations. (1253671)

    • Mobile: Fixed 109 error message appearing on mobile. (1245254)

    • Multiplayer: Fixed NetworkTransport.LoadEncryptionLibrary to accept paths with non-ASCII characters on Windows. (1258981)

    • Package Manager: Fixed an issue preventing player builds to succeed when burst compilation is disabled.

    • Package Manager: Fixed compatibility issues between burst and older linux distros.

    • Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. (1256510)

    • Physics: Fixed an issue with cloth not updating its skinned mesh properly on the first frame it becomes visible. (1254174)

    • Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. (1224213)

    • Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices. (1153027)

    • Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component. (1235092)

    • Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. (1255013)

    • Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. (1241230)

    • SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct. (1248706)

    • Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)

    • Scripting: Fixed engine code stripping bug when a user assembly was named or matched any of the other engine module names. (1249190)

    • Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. (1252232)

    • UI Elements: Inline style getter return the correct unit. (1258959)

    • XR: Add more details to error message when Hololens remoting fails to load the dll. (1161718)

    • XR: Fixed assert due to invalid camera pose on first frame of Hololens remoting connect. (1243433)

    • XR: Fixed issue with package list requests causing delays and error reports in console. (1253547)

    Changes

    • Package Manager: Output of is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.

    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

    We are happy to announce Unity 2019.4.4f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.4f1

    • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

    • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

    • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

    • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

    • 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)

    • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

    • 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)

    • IMGUI: Crash on __pthread_kill when trying to open SteamVR Input window (1211288)

    • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

    • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

    • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

    • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.4f1 Release Notes

    Fixes

    • 2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. (1251456)

    • 2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated

    • Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. (1202394)

    • Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)

    • Asset Pipeline: Fixed issue triggering Asserts (1238301)

    • Editor: Disabled the Texture2D editor in inspector debug mode. (1197056)

    • Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. (1003257)

    • Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings (1163436)

    • Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. (1186110)

    • Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)

    • Graphics: Add a getter for GameObject scene culling mask. (1248283)

    • Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.

    • Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. (1254370)

    • Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. (1230006)

    • iOS: fixed Screen.orientation being Unknown for several frames at startup (1251276)

    • Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.

    • Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)

    • Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. (1200588)

    • Scripting: Debugger improvements and crash fixes (1249172)

    • Scripting: Fix an error for async debug of a generic method (1241280)

    • Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points (1241344)

    • Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly (1235903)

    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

    We are happy to announce Unity 2019.4.3f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.3f1

    • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

    • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

    • Asset Bundles: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Asset Bundles: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

    • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

    • 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)

    • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

    • Graphics Device Backends: Shader error undeclared identifier "UNITY_TRANSFER_LIGHTING" when building project for the first time after project launch (1259980)

    • 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)

    • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

    • Linux: Having same case-insensitive named assets causes infinite import looping (1194431)

    • MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 (1240265)

    • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

    • Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning (1255256)

    • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

    • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.3f1 Release Notes

    Fixes

    • 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. (1235972)

    • 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab (1246133)

    • 2D: Fixed exception when creating UXML Template asset with 2D Animation package installed. (1222158)

    • 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object (1240514)

    • 2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)

    • Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install_signal_handlers entry. (1251688)

    • Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. (1198771)

    • Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type (1246400)

    • Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index (1253355)

    • Animation: Fixed crash when using binary2text on *.bundle with Playable Director (1184027)

    • Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. (1249407)

    • Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. (1246876)

    • Asset Pipeline: Fix for crash in inside mono that could happen during cache server download (1250445)

    • Audio: Set override sample settings sets override for incorrect platform when passing a string (1237576)

    • Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes (1177629)

    • Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.

    • CodeEditor: Enable player generation in GUI

    • CodeEditor: Local and Embedded packages are the default value when we have a new project (1256981)

    • Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute . (1247276)

    • Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded (1147043)

    • Editor: Fixed game view flickering when resizing it while frame debugger is enabled. (1231978)

    • Editor: Fixed input lagging when the editor is running slow. (1251652)

    • Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. (1244789)

    • Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. (1243122)

    • Editor: Fixed the Shuriken Icon issue in inspector. (1198543)

    • Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. (1252798)

    • Graphics: Fix: SplashScreen logo and background textures not being deallocated (1186265)

    • Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. (1254964)

    • Graphics: Fixed crash on shader warmup (1251734)

    • Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes (1232580)

    • Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4 (1179336)

    • Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order (1199899)

    • IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.

    • IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB

    • IL2CPP: Generate less source code for managed debugging. (1205136)

    • IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. (1248335)

    • iOS: Fixed iOS append build failing. (1248692)

    • License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode (1248890)

    • macOS: Fixed crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

    • macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. (1218845)

    • Package Manager: Fixed network requests sometime mislabeling the host as when unsuccessful.

    • Package Manager: Package manager: Fixed git package failing when revision anchor and query parameters are both set. (1229318)

    • Particles: Disabled Particle System "Open In Editor" button when editing a preset. (1198545)

    • Profiler: Fixed profiler collecting samples when Playmode is paused (1244286)

    • Scripting: Fixed issue with x64 jit codegen with regard to valuetype references (1252663)

    • Shaders: Fixed bad GLSL for loop condition check generation on some cases. (1239923)

    • UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger (1172637)

    • WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. (1210338)

    • Windows: Fix incorrect mouse position in Wheel input events (1213982)

    • Windows: Fix NewInput not respecting swapped mouse buttons (1242306)

    • XR: Fixed Vulkan framebuffer layer count logic when using multiview.

    • XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. (1226502)

    Changes

    • 2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template

    • iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1

    Improvements

    • 2D: Allow mesh to be baked to save generated geometry data in Sprite Shape

    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

    We are happy to announce Unity 2018.4.24f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2018.4.24f1

    • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

    • Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file (1239074)

    • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

    • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

    • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

    • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

    • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

    2018.4.24f1 Release Notes

    Fixes

    • 2D: [Windows] Unity crashes when packing big amount of atlases. (1219643)

    • Android: Fix occasional crash when aborting UnityWebRequest. (1240281)

    • Android: Fix the issue that DIR_UNITYPROJECT/DIR_GRADLEPROJECT are using the wrong '\' director separator on windows. (1088160)

    • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format. (1175291)

    • Android: Fixed freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes. (1236183)

    • Android: Fixes Screen.currentResolution reporting incorrect values after change in orientation. (1246822)

    • Android: Unity analytics does not get advertising ID anymore.

    • Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph. (1223570)

    • Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)

    • Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. (1219764)

    • Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. (1234924)

    • Build Pipeline: Fixed cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. (1227574)

    • Build Pipeline: Fixed rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. (1181323)

    • Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build. (1209767)

    • CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code_Analysis__Code_Annotations.html. (1208183)

    • Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. (1222971)

    • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player. (1222579)

    • Editor: Fixed issue where you could have invalid characters in your bundle id. (1140627)

    • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

    • Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. (1203097)

    • Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. (1224501)

    • Graphics: Fixed necessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.

    • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

    • iOS: Check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used. (1242276)

    • iOS: Deleted LaunchImage folder when doing iOS build. (1240800)

    • iOS: Fixed an issue that prevents native windows from overlapping the Unity view. (1247256)

    • iOS: Fixed iOS Achievements Callback GameCenter Crash. (1087475)

    • iOS: fixed ReplayKit.APIAvailable returning false on the first call. (1233569)

    • iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation. (1232967)

    • iOS: Fixed UnauthorizedAccessException: Access to the path '/Applications/2019.1/Unity 2019.1.0a12/PlaybackEngines/iOSSupport/Trampoline/build/SharedPrecompiledHeaders' is denied. (1108549)

    • iOS: Launch Images are no longer supported, as per new Apple guidelines. (1194762)

    • macOS: Fixed issue where a system dialog pops up in batch mode after a previous crash. (1183783)

    • macOS: Fixed unreadable text in macOS installer in dark mode. (1210046)

    • Mobile: Fixed CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

    • Mobile: Fixed horizontal axis input from MFI controllers on iOS 13. (1239980)

    • Mobile: Fixed iPad Spotlight icon name label in PlayerSettings. (1239020)

    • Package Manager: Fixed a security issue.

    • Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. (1230566)

    • Particles: Fixed applying a preset in the MinMaxCurve pop-out editor window. (1237306)

    • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

    • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices. (1242446)

    • Prefabs: Fixed references could be lost if a prefab was edited and saved after a player build. (1238280)

    • Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. (1199466)

    • Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference. (1233462)

    • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

    • Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. (1206732)

    • Scripting: Fixed an issue where FileSystemWatcher was not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. (1066732)

    • Scripting: Fixed Catalina OSX returning 0 for disk space on read only drives. (1221933)

    • Scripting: Fixed crash in debugger during enter playmode. (1013579)

    • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

    • Scripting: Fixed intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. (1191002)

    • Scripting: Fixed race condition that would cause a hang when using threaded C# sockets. (1028819)

    • Scripting: Fixed unnecessary allocation in Enum.HasFlags. (1211643)

    • Scripting: [Debugger] Fixed crash when there is a generic struct with a field that is an enumerator. (1210416)

    • Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously. (1228264)

    • TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.

    • TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

    • TextCore: Fixed kerning values incorrect when using SDF8, SDF16 and SDF32 Render modes. (1249497)

    • TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)

    • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException. (1249491)

    • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)

    • TextMeshPro: - Updated FontEngine to improve performance as well as reduce memory allocations.

      • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
      • Fixed memory allocation issue when retrieving glyph adjustment pairs.
      • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
      • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
      • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
    • Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. (1198586)

    • XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. (1197049)

    • XR: Fixed latency increase caused by prediction fixes. (1254226)

    • XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions. (1207680)

    Improvements

    • Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.

    Features

    • Android: Allow to use a custom Gradle version.

    We are happy to announce Unity 2019.4.2f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.2f1

    • AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window (1257220)

    • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

    • Cloth: Cloth has graphical artifacts when an object moves out of the camera (1254174)

    • CodeEditors: Crash with __pthread_kill + 10 when debugging with Rider (1241352)

    • 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)

    • Graphics - General: Crash on GetRenderPipelineScript when opening a specific project (1230177)

    • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • 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)

    • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

    • Linux: Editor does not quit when pressing the X button (1175847)

    • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

    • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

    • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

    • Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes (1003257)

    • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

    • Scene/Game View: Range and direction of the Light component are not shown in the Game view when Gizmos are toggled on (1256471)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

    • Universal RP: Launching the Editor crashes on GetRenderPipelineScript when the project contains a Shader Variant Collection (1251734)

    • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.2f1 Release Notes

    Fixes

    • 2D: Crash in ProcessVertices when applying texture type to Sprite for specific images (1249106)

    • 2D: Gameobjects with regular Sprites and Sprite Skin are not added to the same Batch (1248295)

    • Asset Pipeline: Fix for a crash in script type hash generation that occurred in a certain type recursion scenario. (1253864)

    • Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player (1222579)

    • GI: Fixed crash that sometimes occur when loading scenes. (1248769)

    • GI: Fixed fireflies artifacts in big outdoor scenes using area lights and directionnal lights in GPU lightmapper (1244336)

    • GI: Release temp gpu memory used by progressive lightmapper just before denoising to improve denoisers stability. (1117995)

    • Graphics: - DX11 backend no longer crashes if constantbuffer values are being changed with incompatible shader bound (1246991)

    • Graphics: Fix crash in culling jobs when intermediate renderers have been deleted. (1241054)

    • Graphics: Fix for using a ComputeBuffer as in input after calling SetCounter immediately before the next Dispatch.

    • Graphics: Speed up material property animation binding which occurs when creating GameObjects with animations or timelines. (1200148)

    • iOS: fix for Social.localUser.ID returns GameCenterUsersID instead of the new GamePlayerID and TeamPlayerID (1176134)

    • iOS: Fix iOS Achievements Callback GameCenter Crash (1087475)

    • Linux: Sprite Editor menus function correctly (1252332)

    • Package Manager: Fix Parts of the Asset Store login popup are pushed offscreen if the login fails (1202551)

    • Physics: Fixed an issue where Cloth components interacting with colliders would behave incorrectly (1219030)

    • Physics: Fixed an issue where Cloth components would become bouncy/elastic at the start of the simulation (1253075)

    • Physics: Fixed an issue where the Cloth component's particles would inherit residual forces at startup and cause the cloth to behave erratically (1251897)

    • Physics: Fixed an issue with the Cloth component's virtual particles being set incorrectly at creation

    • Windows: Fixed build icon's alpha value is not shown correctly (1209971)

    • XR: Fix order of single-pass instancing shader variables for gles3 (1187259)

    • XR: Update XR Plug-in Management to 3.2.12.
      Update Windows MR Plug-in package to 2.2.0. (1253326)

    API Changes

    • iOS: Deprecated: Deprecated
      1. UnityEngine.iOS.LocalNotification
      2. UnityEngine.iOS.RemoteNotification
      3. UnityEngine.iOS.NotificationServices

    Changes

    • Timeline: Updated Timeline package to version 1.2.15

    Improvements

    • Android: Improve performance of constant buffer memory access on Adreno devices when using Vulkan (1248891)

    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

    We are happy to announce Unity 2019.4.1f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.1f1

    • Animation: Inspector not displaying state and transition properties once duplicated (1251586)

    • Cloth: Cloth does not correctly bend and fall when in contact with a Collider (1219030)

    • CodeEditors: Crah with __pthread_kill + 10 when debugging with Rider (1241352)

    • 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)

    • Graphics - General: Plugging time into a master node on HDRP crashes Unity (1246991)

    • Graphics - General: [Performance Regression] AssetBundleLoadAllAssets - Load_Prefabs_AllAssets is significantly slower than 18.4 (1203512)

    • Graphics - General: [Performance Regression] AssetBundleLoadSingleAssets : LoadAsync_Prefabs_SingleAssets is significantly slower than 18.4 (1203511)

    • 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)

    • IMGUI: Editor crashes when using WebView_CUSTOM_AllowRightClickMenu (1249548)

    • Linux: Editor does not quit when pressing the X button (1175847)

    • MacOS: [macOS] Crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player (1255419)

    • Mono: Crash on buffer_add_value_full when debugging with code editor attached (1249172)

    • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

    • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

    • Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)

    • Terrain: Crash on Shader::GetLocalKeywordRemap or ShaderLab::Pass::ApplyPass when Trees are painted on a Terrain (1254964)

    • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

    • Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes (1253165)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.1f1 Release Notes

    Fixes

    • Android: Copy mapping file from the correct location

    • Android: Detect new layout Android SDK tools (1229382)

    • Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes (1236183)

    • Android: Unity analytics does not get advertising ID anymore

    • Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output (1245074)

    • Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups. (1225191)

    • Asset Bundles: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle (1184918)

    • Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets. (1249386)

    • Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window. (1232743)

    • Bug Reporter: Fix a folder compression failure when path length is bigger than 260 symbols (1175262)

    • DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set (1244224)

    • Editor: Assembly References to package assemblies break IDE projects (1248962)

    • Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition (1246524)

    • Editor: Fix crash when Animator window is open. macOS (1242026)

    • Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

    • Editor: Fixed issue where refresh timestamp in Package Manager/In Project view would not update correctly. (1254141)

    • Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen. (1233671)

    • Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload (1159201)

    • Editor: Preset target has the Preset asset name in the Preset inspector instead of a blank name so custom inspector can always rely on the .target.name value to be the asset one. (1210891)

    • Editor: prevents hang from calling capturescreenshotastexture() outside of playmode (1238552)

    • Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors). (1231003)

    • Editor: Stop sending gyro settings to Unity Remote if nothing's changed. (1206221)

    • Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader (1224442)

    • Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan (1227481)

    • Graphics: Fix RWBuffer<uint> in OpenGL ES 3.1 compute shaders (1237688)

    • Graphics: RenderDoc integration crash fixed. (1208237)

    • Graphics: Setting MeshRenderer.additionalVertexStreams doesn't use the correct override Color when SRP Batcher is enabled (1250239)

    • Graphics: VFX : Fix Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager. (1253224)

    • Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy (1230230)

    • IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. (1230447)

    • iOS: Fix iPhone bluetooth controller buttons not registering input (1241180)

    • iOS: Fixes an issue that prevents native windows from overlapping the Unity view. (1247256)

    • iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start. (1211074)

    • iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project. (1244053)

    • Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows. (1239227)

    • macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone (1221132)

    • Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). (1222455)

    • Mobile: Fix horizontal axis input from MFI controllers on iOS 13. (1239980)

    • Mobile: Fix iOS applicationIdentifier resetting during project upgrade. (1225872)

    • Mobile: Fix iPad Spotlight icon name label in PlayerSettings. (1239020)

    • Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds (1216005)

    • Package Manager: Fixed an issue in the method did not properly use the contents of when was missing.

    • Package Manager: Fixed an issue in the method which could sometimes result in file permission issues.

    • Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL.

    • Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity.

    • Package Manager: Fixed an issue where the method would silence errors and return an empty list of packages when there were registry reachability issues.

    • Particles: Fix opaque particle lighting in deferred rendering (1193339)

    • Particles: Fixed sub-emitters using the wrong position when first emitting. (1247219)

    • Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. (1170627)

    • Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices (1242446)

    • Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values (1172171)

    • Physics: Fixed an issue with tethers not being created (1238039)

    • Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads. (1152124)

    • Prefabs: Fixed ShowPrefabAssetRestructuringDialog crash when adding a RectTranform on an object (1243637)

    • Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API (1235709)

    • Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting. (1197204)

    • Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. (1224837)

    • Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception. (1204074)

    • Scripting: Fixes Catalina OSX returning 0 for disk space on read only drives. (1221933)

    • Scripting: Potential fix for random crash. (1232819)

    • Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo() (1248017)

    • TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations.

      • Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.
      • Fixed memory allocation issue when retrieving glyph adjustment pairs.
      • Fixed PairAdjustmentRecords returning a value of infinity with certain font files.
      • Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.
      • SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
    • TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException (1249491)

    • TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes (1249493)

    • TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes (1249497)

    • Version Control: Fix Temp/Package files getting added when installing a UPM (1250933)

    • XR: Fixed latency increase caused by prediction fixes.

    API Changes

    • Graphics: Added: Image conversion into a NativeArray is supported.
      ImageConversion.EncodeNativeArrayToTGA
      ImageConversion.EncodeNativeArrayToJPG
      ImageConversion.EncodeNativeArrayToPNG
      ImageConversion.EncodeNativeArrayToEXR

    • Package Manager: Changed: The option is now enabled by default when absent from the project manifest

    Changes

    • 2D: Allowed users to set 0 for Offset Distance for a Composite Collider 2D.

    Improvements

    • Package Manager: Dependency resolution now automatically resolves trivial conflicts.

    • Package Manager: Improved performance of Package Manager metadata requests sent to the registry.

    • Physics: Make the MeshCollider fast midphase work on all platforms. (1213433)

    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

    We are happy to announce Unity 2019.4.0f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2019.4.0f1

    • Animation: [macOS] Inconsistent crash in objc_msgSend/objc_retain when previewing Animations with Animator window open (1242026)

    • 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)

    • 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)

    • Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts (1238859)

    • Physics: Crash after "[Physics.PhysX] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh (1200588)

    • Scene/Game View: Line Renderer Edit Points in Scene View gizmo is not responsive in the Scene View (1244789)

    • Scripting: Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable (1250550)

    • Scripting: [SerializeReference] non-serialized Initialized fields lose their values when entering and during play mode. (1193322)

    • Scripting: [SerializedField] fields produce "Field is never assigned to..." warning (1080427)

    • Version Control: Temp/Package files are added to VCS after installing any package and having Automatic Add on (1250933)

    • Vulkan: Crash on vk_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow (1248909)

    • Windows: Cannot activate license within a docker container (1193364)

    2019.4.0f1 Release Notes (since 2019.3.15f1)

    Fixes

    • 2D: Use correct starting Z depth for IsometricZAsY Grids when calculating camera bounds for TilemapRenderer (1237963)

    • 2D: [Windows] Unity crashes when packing big amount of atlases (1219643)

    • Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format (1175291)

    • Animation: Fixed a bug where selected GameObjects are deleted when entering Play Mode and "Failed to unpersist" error is thrown (1222757)

    • Asset Import: Adding multiple MonoBehaviour scripts on the same GameObject using OnPostprocessModel during a ModelImporter import does not log uniqueness warning on new assets. It still does log the message on already imported assets because all references to it would be lost otherwise. (1176912)

    • Asset Import: Fixed an issue where files authored in earlier versions, which reference objects imported by scripted importers, might lose the link to those files (1189088)

    • Asset Import: Fixed an issue where upgrading a project to Asset Database v2 could throw 'unknown script' errors

    • Editor: Fixed an Editor issue on Windows where while in playmode and paused one or more CPUs would be utilized at 100%. (1219619)

    • Editor: Fixed an issue where Editor crashes when Undo is performed. (1242926)

    • GI: Fixed GI baking in batchmode when using Scriptable Render Pipelines. (1211448)

    • GI: Fixed the lightmapper sometimes getting stuck, especially on undo after moving instances or changing resolutions. (1144403)

    • Graphics: Fixed crash on VFXParticleSystem::RenderQuadIndirectCommand right before playing a Particle Quad in Play mode (1232862)

    • Graphics: Fixed crash when trying to load RenderDoc while using OpenGL / DirectX12 Graphics API Backend. (1149494)

    • Graphics: Fixed Graphics.DrawProcedural crash on old (pre-SSE4.2) CPUs, when using DX11 or DX12. (1241288)

    • Graphics: Fixes a crash when requesting read back into NativeArray multiple times, or using a very small NativeArray. (1194440)

    • IL2CPP: Fix JSON exception when building project with large number of scenes (1240780)

    • IL2CPP: GetIPProperties().GatewayAddresses now properly runs on MacOS (1226597)

    • iOS: Delete LaunchImage folder when doing iOS build. (1240800)

    • Linux: Fixed Linux Editor's main window incorrectly scrolling the main window's contents when the mouse scrollwheel is used. (1130242)

    • Linux: Fixed scroll mouse events not being parsed in the editor when the mouse cursor lock mode is set to locked. (1219781)

    • macOS: Resolved crash that would happen when baking lighting using the GPU progressive lightmapper. (1160419)

    • Scripting: Fix issue with AnimatorController not included when strip engine code is enabled (1156093)

    • Scripting: Prevent statistics logging errors from impacting customers (1241238)

    • Serialization: Make sure that we create managed instances that have empty classes when deserializing YAML data (1183547)

    • Shaders: Fixed an issue with local keywords when using fallback shaders. (1238838)

    • Shaders: Fixed broken shader variant tracking in the editor. (1169786)

    • XR: Set the appropriate Vulkan usage flag for the fragment density map.

    Changes

    • Multiplayer: Updated com.unity.multiplayer-hlapi package version from 1.0.4 to 1.0.6, automatically added when upgrading older projects (1152421, 1243934)

    • XR: XRDevice.isPresent has been flagged as Obsolete and will be removed in the future. (1215467)

    We are happy to announce Unity 2018.4.23f1. The release notes and the corresponding issue tracker link for issues fixed in this release are as shown below.

    Unity Editor Download Assistant

    Component Installers Windows

    Component Installers Mac

    Component Installers Linux

    Known Issues in 2018.4.23f1

    • Animation: Animator.Update CPU time spikes when multiple animations are playing (1184690)

    • Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)

    • OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode (1230566)

    • Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.

    • Scene Management: Prefab Variant Transform fileId changes (1238280)

    • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

    • macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older_releases.

    2018.4.23f1 Release Notes

    Fixes

    • Android: Fixed an issue where Android keyboard not reporting LostFocus state correctly. (1229827)

    • Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs. (1184551)

    • Asset Import: Fixed an 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)

    • Asset Import: Fixed an issue where TextureImporter was dirtied when creating a preset. (1242249)

    • Asset Import: Texture Importer builds all targets before first enable. (1231227)

    • Asset Pipeline: Fixed a sorting issue that was causing indeterminism in Content Update Pipeline. (1197035)

    • Editor: Fixed an issue where smart rounding was causing problems with large scale values with the Rect tool. (1225799)

    • Editor: Fixed an issue where SyntaxTree namespace cannot be referenced. (1205800)

    • Graphics: Fixed a memory leak when disabling texture mip streaming (after enabled). (1227997)

    • Graphics: Fixed a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)

    • Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)

    • Physics: Fixed an issue where having a cloth as part of a prefab would endlessly attempt to update the prefab. (1195095)

    • Physics: Fixed an issue with cloth where it would corrupt transform changed state. (1187252)

    • Prefabs: Fixed a slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. (1228147)

    • Prefabs: Fixed an issue where the Hierarchy window Create ([+]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. (1185434)

    • Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. (1093368)

    • Scripting: Fixed a batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)

    • Security: Fixed UNET vulnerabilities. (CVE-2020-12630) (CVE-2020-12631)

    • Video: Fixed an issue where video-heavy project does not get successfully imported when launching the project in batchmode. (1172957)

    Improvements

    • Shaders: UNITY_OLD_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.
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    JetBrains ReSharper SDK Package

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    Showing the top 3 NuGet packages that depend on JetBrains.ReSharper.SDK:

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