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2019.1 marks the start of the newest TECH stream, with lots of new features and functionalities. This includes more control over the editor and improvements to both your potential iteration speed when developing for Android and your workflows in general. Read on to get more details on what’s available to try out in the new beta today!

Incremental Garbage Collection (Experimental)

In Unity 2019.1 we’re introducing the Incremental Garbage Collector as an experimental alternative to the existing garbage collector. The Incremental Garbage Collector is able to split its work into multiple slices. Instead of having a single long interruption of your program’s execution to allow the GC to do its work, you can have multiple, much shorter interruptions. While this will not make the GC faster overall, it can significantly reduce the problem of GC spikes breaking the smoothness of animations in your project by distributing the workload over multiple frames. To learn more read our blog post here.

Shortcut Manager

With the Shortcut Manager, we’re introducing an interactive, visual interface and a set of APIs to make it easier for you to manage editor hotkeys, assign them to different contexts and visualize existing bindings. To address the issue of binding conflicts, the interface can also visualize whether multiple commands use the same binding and let you remap accordingly.

More GPU Lightmapper Functionality (Preview)

2019.1 brings additional functionality and platform support to the GPU Lightmapper (preview). It’s now enabled on macOS and Linux and supports double-sided GI flags on materials as well as shadow casting and receiving on meshes.

Baking now uses the same high-performance GPU as the Editor. You can still change this to a different GPU using the command line. Head over to Documentation for more info.

Scene Visibility

Use Unity’s SceneVis controls to quickly hide and show objects in the Scene View, without changing the object’s in-game visibility. As a scene becomes more detailed, it often helps to temporarily hide or Isolate specific objects, allowing you to view and edit without obstructions. SceneVis enables this functionality via hierarchy tools and keyboard shortcuts, plus a toolbar toggle to quickly enable or disable the effects.

Particle Improvements

It’s now possible to manipulate particle data using the C# Job System, with no copying of particle data between script and native code. In addition to that, we have also added some improvements to mesh particles, giving you greater control over which meshes are assigned to which particles.

Android SDK and NDK installed with Unity Hub

The Hub now provides the option to install all the required components for Android as part of the “Android Build Support” option, so you’re sure to get the correct dependencies and don’t have to gather and install anything else. If you’re an advanced Android user, you can still install and configure components manually and use Android Studio. Also, note that starting with 2018.3, “Android Build Support” comes with its own Java Runtime based on OpenJDK.

Android Logcat integration (Package)

Android Logcat Package is a utility for displaying log messages coming from Android devices in the Unity Editor, making it easier to debug by controlling and filtering messages right in Unity.

Faster iteration with Scripts Only patching on Android

To perform faster iterations during development, the Unity editor offers the Scripts Only Build option, which skips many steps in the build process and recompiles only the scripts, then builds the final package and deploys after selecting  “Build And Run”.
We have extended this feature. Now it allows you to patch the app package (APK, Android only) on target devices instead of rebuilding and redeploying it, so when you’re iterating on your C# code, only re-compiled libraries are sent to the device. Note that a complete build of the project must be available before Unity can execute a “Scripts Only Build”.

Editor Console Improvements

 

The editor console has been updated with clickable stack trace links that will take you to the source code line for any function calls listed in the stack, and textual search to filter down your console entries.

Timeline Signals

Timeline Signals are an easy way for Timeline to interact with objects in the scene. Using a signal emitter and a signal asset, you can trigger a signal receiver in a game object that will define a set of pre-configured reactions to your Timeline

Signal Emitters can be created on the new Marker area, any type of track and new signal tracks. They are fully customizable; go wild and create your own!

Then use Signal Receiver components to trigger pre-defined contextual reactions on your game objects.

Other changes and improvements

The 2019.1 beta also includes support for Video H.265 transcode, Nvidia’s OptiX AI Denoiser, OpenGL ES 3.2 and multiple importance sampling of environments with the CPU lightmapper among several other features and improvements. You’ll find a complete list of all the new features, improvements and bug fixes included in the release in our release notes section, and a collection of preliminary documentation for some of these features in this forum thread. Please note that the minimally required versions of macOS and Ubuntu that support Unity 2019.1 and projects made with it were raised to macOS 10.12 and Ubuntu 16.04.

If you’re looking to upgrade an existing project to 2019.1, please have a look at our Upgrade Guide.

How to get early access to the new features

You can get access to everything mentioned above right now simply by downloading our open beta. Not only will you get access to all the new features, you’ll also help us find bugs and release the highest quality software.

If you are not already a beta tester, perhaps you’d like to consider becoming one. You’ll get early access to the latest new features, and you can test if your project is compatible with the new beta. The beta release is available for free to all Unity users, including Personal Edition users.

As a starting point, have a look at this guide to being an effective beta tester to get an overview.
We also encourage you to sign up for the optional beta tester email list below. Signing up will enable us to send you notifications when new versions are available, as well as tips on how to be an effective beta tester and news on the beta.

We’re looking forward to talking to you about the beta and reading your feedback on our 2019.1 beta forum as well.

52 Comments

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  1. Don’t worried the new version is coming

  2. Well how about Linux? LINUX PLZ!!!!!!

  3. Kristijan Ivanović

    March 16, 2019 at 7:43 pm

    Yeah that is be huge update and powerful , so yeah I want to ask you when New 2019 unity stable version is coming ?

    1. Is there already an estimation when 2019.1 is coming out?

  4. Gregory Pierce

    March 16, 2019 at 6:43 pm

    We REALLY need to do something about line rendering in the editor itself. The line width is so small that it becomes very difficult to use gizmos because of the very fine lines that are used to draw them. We need fatter lines for the gizmos.

  5. Fantastic good

  6. STILL no increased font size support in the Unity editor, despite ppl begging for it for nearly a decade!

    1. Have you tried changing the screen resolution? Often helpful when presenting in the editor as well. Excuse the misunderstanding if that’s unhelpful/ you already tried it

  7. Fantastic! So may improvements I always wanted. H265 probably a year or two too late but still at least its there now.

  8. I love the new Android features! Nice work Unity team!

  9. Pourquoi ne pas inclure les assets en arabe et écrire les textes en arabe pour le monde arabe.

  10. Ippokratis Bournellis

    February 21, 2019 at 7:23 pm

    Nice, very nice. Congrats for releasing the beta, looking forward to what comes next.

  11. Linux please

  12. Please stop to ignorance to Linux users! We want you release to Unity for Linux. Why only shit Windows and MacOS?????? Do you not care poor penguins????? Could you please stop to ignore to Linux users! We want have to release with Linux version please official download!

    1. It sounds like using Linux is making you angry, maybe switch to Windows :p

      1. lol I ’bout lost my sh!t.

  13. Wow nice news and how is dark theme for personal and free version? If we love dark theme because they have pain of eyes. Please respect us! Please listen to eye doctors because eye doctors are right to dark theme if eyes are very sensitive. Thank for support with sensitive eyes!

    Promise us! I want have free version with dark theme.

  14. Are we going to get a 2018 LTS version?

    1. Yep, the team are working on it – we predict it will be ready to start the 2-year LTS cycle in a couple of months. In the meantime we’re putting out the weekly patch releases for 2018.3.

  15. Hey! Thats great update! Visibility toggling for scene objects and clickable stack traces in logs it’s AWESOME! Wait it for a few years! Thanks for update!

    We are make a translation to Russian: https://devtribe.ru/p/unity/01-02-2019-unity-2019-1—chto-novogo-v-beta-relize

    Перевод записи на руссий: https://devtribe.ru/p/unity/01-02-2019-unity-2019-1—chto-novogo-v-beta-relize

  16. The new features for android are awesome! They were soo much needed. I am glad that Unity is working to solve these types of problem!

    Unity hub will download the latest android SDK and NDK version? Can we select the SDK/NDK version ?

    Good job, continue this way!

    1. Hi Adrian,
      The Hub will download the correct SDK/NDK version for Unity to work with, and will not let you select a specific version.
      Check the docs (https://docs.unity3d.com/2019.1/Documentation/Manual/android-sdksetup.html) for advanced installation options.
      JC

  17. Tomislav Podhraški

    February 3, 2019 at 10:56 am

    Does “Scene Visibility” feature have an editor API we can use?

    1. “There will be a public API for SceneVis, yes!
      (can’t promise exactly when, sorry)”
      https://forum.unity.com/threads/scene-visibility-tools-info-and-discussion-thread.593476/#post-4059256

  18. Sirius Bizdness

    February 3, 2019 at 3:45 am

    I certainly hope the Signal Reciever component can be triggered by user scripts! I’d really hate to have my own “run this arbitrary event” component just because the built-in one is Timeline-exclusive.
    (Also, I’d be delighted if it were not part of the Director module. It’s bad enough having Cinemachine rely on Physics3D and Director rely on the Audio module–forcing users who otherwise wouldn’t need the Director module to keep it just so they can have such a generally-useful component as this…would be reeeally lame.)

    1. Yes, you can trigger a SignalReceiver manually in a script. You can also Add/Get/Remove signals. See https://docs.unity3d.com/Packages/com.unity.timeline@1.0/api/UnityEngine.Timeline.SignalReceiver.html

  19. Where the Zbrush integration !

  20. Glad to see Android problems being fixed here, now I can build an AR app for my owners bald blonde head.

  21. Great when I try to download the beta is crashes and won’t download, also how Android “SDK” and “NDK” is added I better get no errors when I try to develop Android apps, fcken hell.

  22. Wow! clickable console after all these years! You must be a genius to figure it out finally. Seriously, there so many little Editor improvements that you can make but all ignored in the past decade. So please wake up!

  23. One of the most annoying things in the unity is start page and requesting every days license and sign in process.can’t keep it for one time ???!!!!!!!!!

    1. +1 – cheers for all the great things they’ve added over the years, but the licensing (especially this issue) has felt horrible for a while now

  24. Tanzeel Ur Rehman

    February 1, 2019 at 5:45 am

    Finally good improvement in console editor.

  25. Beautiful update! Super useful, long awaited features ??

  26. Awesome! Question about Android…

    Also, let’s say I choose to download both “Android Build Support” and “Android SDK & NDK Tools”… In the future, when I download another Unity version, would I need to download those again, or could I just have it point to the last ones somehow? Or would I need to download those each time?

    1. Hi David,
      By default the Hub will install Android SDK & NDK with Android Build support, and these components will end up in the /SDK and /NDK folders under the Unity Editor install location (c:\Program Files\ or /Applications Unity\Hub\Editor\2019.1.xx\Editor\Data\PlaybackEngines\AndroidPlayer)
      You don’t need to install these every time, especially if you install all beta versions ;-)
      You can uncheck Android SDK & NDK in the Hub, and then after you go to Edit > Preferences > External Tools and point to the /SDK and /NDK folders.
      We are regularly upgrading Android SDK & NDK versions to follow Google’s requirements and new features, so just be sure to check the release notes for any change in SDK/NDK required versions.
      We will introduce in the future (TBD when) mechanism to cache and share these dependencies across multiple versions of Unity.

  27. I was really hoping to see better occlusion culling with procedurally-generated geo on runtime. SceneVis and stack trace for console is nice, though.

  28. “Controls to quickly hide and show objects” how cool and useful is that! It was my favourite QHierarchy feature since Unity4 (was made by SERGEY SMUROV). I Hope that scripting references alert will follow. …spikes since Unity1 will go… Shortcut Manager: A big cat missing the mouse! I wish to “F” frame selected and focus pressing MMB.

    Unity Team: Shortcut Manager does not include the mouse…? ::::(

    I love this new Components: Signal Emitters

  29. Signal Emitters! Yeaah

  30. The MegaCity teasers…..

  31. “Android Logcat integration”!

  32. Clickable stack-trace is most than welcome! Thanks for adding that.

    1. Yeeesss!! Only about 3 years late but better than having to use free asset

  33. Anthony Rosenbaum

    January 31, 2019 at 4:03 pm

    Loving the Android improvements

  34. Unity 2019 personal will be have a editor dark theme?

    1. Agreed. When everything else is in dark (including the room), that would be very nice.

    2. No, stop asking.

      1. Richard Morrison

        February 3, 2019 at 1:17 pm

        Agreed. Those who want a dark theme should contribute towards the development costs of Unity, rather feeling entitled to it.

  35. is it include pathfinding ?

    1. Charles Beauchemin

      January 31, 2019 at 8:19 pm

      Please check our manual to know how to use navmesh to do pathfinding: https://docs.unity3d.com/Manual/Navigation.html

      1. hi dear tell me about Get your apps ready for the 64-bit requirement google new policy
        Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6 or older until August 2021