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Unity 2019.1, 2019.2, and 2019.3 have brought lots of improvements in rendering, Editor UI, node-based authoring tools, and more. Today, we’re releasing Unity 2019 LTS, which includes all of these features, as well as additional fixes for maximum stability.

As part of our commitment to improving the development process for users, Unity is now shifting to offering LTS as the default version of the platform, and we have committed to doing fewer releases per year. You have been incredible in helping us understand your needs and we’re grateful for your feedback. In response to this we have improved, and will continue to improve, workflows and modernize Unity to be more flexible, focusing on delivering stability and interoperability of features.

Beginning today with the release of 2019 LTS, the LTS versions of Unity will become the default available for download from the Unity Hub. Moving forward, Unity will issue up to two TECH stream releases per year followed by the annual LTS release. The TECH Stream is for creators who demand to be on the cutting edge as technologies and workflows are evolving, while LTS is suggested for creators aiming to ship their projects in the near future, or for those who have everything they need in 2019 LTS. This shift in release philosophy will ensure that you are installing the most stable version for projects in production.

What’s in the 2019 LTS?

The new Long-Term Support (LTS) version of Unity contains everything from the previous three TECH stream releases with all the fixes and improvements we added to Unity 2019.3.0 since it was released. Similar to our previous LTS releases the focus for 2019 LTS isn’t new features, API changes or enhancements, but defect rectification and usability upgrades aimed at improving the stability of the product. In short, it’s a continuation of the 2019 TECH stream without new features which is why we also call it Unity 2019.4.0.

How the different versions impact you

If your project is shipping soon you’ll want to lock in on 2019 LTS to ensure maximum stability. If you are in the pre-production phase the Unity 2020.1 TECH stream release is recommended as a great fit for those who want to explore bleeding-edge technologies and will be coming out of beta in a few weeks.

  • For users currently building on 2017 LTS we also highly recommend upgrading to the new 2019 LTS, keeping in mind that the two-year support stream for this version ended in April 2020. You’ll find more info and links to the upgrade guides in our blog post from April.
  • If you are coming from Unity 2018.4 LTS you’ve already heard about tools like the Scriptable Render Pipeline (SRP), the Visual Effect Graph, the Shader Graph, Nested Prefabs, Addressables and new 2D tools. All of these tools are now verified for the 2019 LTS release and are recommended for use in productions.
  • For those adopting 2019 LTS you will benefit from all the features released in Unity 2019.1, 2019.2 and 2019.3. Here is a quick overview of some of those features: 

Editor and team workflows

The Editor UI got a major overhaul in 2019 with a look and feel with new icons, a new font, visual feedback, and much more to improve usability, legibility and performance, as well as to support high-DPI display resolutions. The 2019 LTS also has a number of new features to make your daily life easier and more efficient such as Quick Search, a Shortcut Manager and Presets which allow you to customize your editor experience to your specific workflow needs.

Other upgrades to workflows include the new Asset Import Pipeline v2 which in combination with the Accelerator saves you time with faster platform switching and lays the foundation for faster imports as we continue to optimize how large projects are supported in Unity. The Addressable Asset System also provides an easy way to load assets by “name” while automatically handling asset management overhead by simplifying content pack creation and deployment. Additionally, UIElements helps you make Editor tools with reusable styling, create complex layouts with ease and achieve better performance.

Improved tooling and workflows for programmers

You will experience significantly reduced waiting times when testing your scenes by configuring the Domain and Scene Reload actions. You will also see fewer performance stutters caused by garbage collection with the new Incremental Garbage Collector. IDE support and development have moved to packages, and we upgraded from a 3.5 to a .NET 4.x Scripting Runtime. Additionally, 2019 LTS offers a physics upgrade to PhysX 4.1 giving higher quality simulation and improved performance and several Profiling improvements to help identify potential performance gains and much more. 

Improvements for artists and best-in-class visuals

Shader Graph is now our production-ready solution for building shaders visually. Visual Effect Graph empowers you to create beautiful VFX in real-time without coding and is now compatible with Shader Graph. Unity 2019 LTS also helps artists achieve more straight in the Unity editor with new and improved terrain tools and ProBuilder, our unique hybrid of 3D modeling and level design tools. 

Unity’s Scriptable Render Pipeline allows you to control and customize graphics rendering via C# scripts with both Universal Render Pipeline and High Definition Render Pipeline verified with Unity 2019 LTS. Also our suite of 2D tools from 2D Animation along with worldbuilding tools such as 2D Sprite Shape and 2D Tilemap Editor gives you everything you need to create 2D games.

Extending reach 

Unity 2019 LTS will allow you to reach broad audiences with best-in-class visuals and performance on Unity’s growing number of supported platforms. With AR Foundation you can build robust AR experiences with core features from ARKit, ARCore, Magic Leap and HoloLens, as well as unique Unity features, then deploy across multiple mobile and wearable AR devices. Updates to tools for mobile app development include the Device Simulator (Preview) which allows you to simulate what your content will look like, as well as preview the behaviors and physical characteristics of your app on a broad range of devices. With Unity as a Library you can also insert features powered by Unity directly into your native mobile applications. 

With improvements to the new Input System you can now integrate device controls in your projects and take advantage of a new workflow designed around Input Actions. This comes with an extendable, customizable interface that allows for separating controls binding from the code logic.

Starting today, you can download Unity 2019 LTS from the Unity Hub or from the Unity LTS download archive. To learn more check out some of the highlights in the video below and learn more on our 2019 LTS page.  

Unity 2020 release plans

We are reducing the number of TECH stream releases from three to two per year in order to enable more stable use of the platform. More and more features are being distributed as packages and are being continuously updated and the longer release cycle provides the extended stabilization phase needed to validate and improve the stability and quality of our tools in between releases. As a result you will have fewer major releases to upgrade between updates. 

In a few weeks we’re also shipping the first TECH stream release of this year – Unity 2020.1, which will bring even more usability improvements and stabilized workflows to features introduced in previous releases. These improvements are part of our renewed focus and investment in better workflows, stability, quality and interoperability for all of Unity’s features in upcoming releases. If you’re eager to learn and try out what the latest features offer, check out our beta blog post.

Let us know what you think!

You can provide feedback on the new features and updates in our forums. As always you can also find the complete list of updates in our release notes.

41 replies on “Unity 2019 LTS is now available”

Super Work Unity, we already ship Products with LTS and with the former version 2019.3. URP has been a game changer for us, we had a few weird bugs, but major Performance and overall its just so amazing to produce with it!
Keep up the good work and please keep comming more like the newest HDRP Tutorial it was loooong awaited ;)

Will we be seeing better integration with HDRP for other systems soon? It’s really unstable to work with at the moment. For example, TextMesh Pro doesn’t work properly when trying to make a worldspace canvas render on top of everything (including transparency layers), and since we’re limited to only 1 camera at the time (lest we incur huge performance costs), we cannot make UI elements always render on top of everything, without writing custom shaders for each type of UI element.

I know you’re working on new customizable TextMesh Pro shaders for HDRP, and the guy said he was waiting for the Shader Graph team to finish something before he could continue his work. In April he said it would be 30-60 days, but TBH, he has been saying that since January. Pleeease, give this man what he needs, so he can give the people (me) what THEY need ;)

Are there any news on this? I am in MIGHTY NEED of this functionality, and my attempts at a custom shader that renders in AfterPost-Process doesn’t render the text as nicely.

Thanks for all your hard work!

I would like to see more emphasis on legacy support and curation, version control, stability and performance. Cutting edge glass cannon stuff is ok i guess but it needs to be backed up with long term support. So many things / tech demos in unity “work” for only one highly specific version of it. Please try to integrate and simplify a bit more all the dependencies.

How soon are you guys going to include learning materials available for this version? For now they are still unavailable and asking for the v. 2019.3.
Seems like you just forgot about it =]

Hi Dar, thanks for your comment. Our learning team is working on it and it should be available soon.

I don’t know why but using asset pipeline v2( is it the same thing as asset db v2?) I had much slower compilation time.
Every little change to scripts would take like 3-4 times more than with v2.
Other things felt slower, now can’t remember.
And I was on one of the latest 2019.3 when I reverted back to v1, probably 5-6 version from now.

I find that hard to believe. 2019.4 is nothing but a couple bug fixes over the last 2019.3. Could you share what kind of crashed are you having?

It’s definitely an issue within my scene. Didn’t expect this as it’s been working since early 2013.3 builds all the way up to 2013.3.13. Anyway I’ll figure it out. Thanks.

Wow! This “LTS” is killing my system. For no reason Unity 2019.4 LTS is freezing, eating all CPU, munching 16 gigs of Ram just like that and everything (I mean everything – even whole system) hangs for 2-3 minutes, than it’s start working, until you click some tab, than whole “process” starts all over again. It’s even hanging for 5-10 minutes on stage “locating android devices” (or something like that) on build and play :O It’s ok, I have backup of my project, so rolling back to older version won’t be any problem, but calling THIS and LTS is madness.

Hi Akil, sorry about your problems. What version were you coming from before upgrading to 2019.4? Please take a look at our forums to see if anyone else got a similar problem. I don’t seem to recall anyone having a similar issue.

Has the implementation of 3D panoramic videos with the XR toolkit been fixed in this version?
When using the new XR toolkit (no legacy VR)and showing 3D panoramic video content, its not possible to enable the 3d Layout option ‘Side by Side’ for panoramic video content… Unless, that is, you install and hack a 3 year old beta shader. Way to go :(
Just wondering if stereo VR been completely overlooked in the latest LTS version of Unity as well?

Yes, it should work with 2019.4 and XR SDK 3.2.10. If you’re still encountering issues, please submit a bug report so we can investigate.

I don’t want to upgrade my project to 2019 LTS, I fear it will be rubish and bugged and make us waste tons of weeks to revert everything as last time we tried. Can anyone confirm if 2019 LTS is working better or same as 2019 LTS?

Use version control like “git” before making major changes to a project?
This is 101 for software dev.

Thankyou for your 101 middle school class but we use version control and even so made us waste a full week to revert the disastrous 2019.3 updates we did in the past.

I don’t think he knows how to use Git since it took him “a full week to revert the disastrous 2019.3 updates”

I’ve learned to make a copy of a project and upgrade that to see how it goes. It would save you a lot of time and headache.

dont fear it just cleanup a bit and correct the manifests if you use android for example.
dont forget to upgrade to RP 741 from the 731, we converted 3 projects to LTS and 99% worked out of the box, we compile to IOS android and PC and its a charm.
just take your time to upgrade apcakges and stuff and be sure your assets are compatible.

Im glad its out but I will definately take stability of this LTS version with a grain of salt after the last year. I am not really seeing any different between LTS and tech releases in terms of quality or stability, but I will hold my breath and try it out first. Certainly it was a mess when I tried a number of the betas for 2019.3 so I guess time will tell.

It seems like until 2020.2 is out and complete, things will continue to suck. But at least 2020.2 alpha seems more stable than the 2020.1 beta (which is nonsensical, but this is unity we are talking about here)

Our LTS versions have proven to be very stable and of high quality. By all indications, so is 2019.4 LTS. If you encounter any issues, please report them so we can address. Thanks!

Isaac is right though, We tried moving to Unity 2019.3.13 from 2018.4 LTS and after a week of fixing things in assets and other things we found that the new unity performs 25% slower in our game than previously. (Windows DX11 title)
It’s a GPU bound project, new unity seems to use less CPU but way more on GPU. also we get random spikes of 100ms in random places completely useless to find in profiler why, its just always random.
When profiling the higher GPU load it’s also nothing pointing to something specific, its just generally slower. (in same hardware, exact same project one build in 2018 one build in 2019, from 90 fps to 60 fps.)

We tried everything, we tried enabling disabling things, change to post fx stuff, but eventually just gave up and went back to 2018.4 LTS, since this 2019.4 LTS is basically just the 2019.3 with a few more fixes, Don’t trust this will have been solved.

Unity has become slower and slower in the past year or so, and people have been reporting it on the forum, have been uploading projects that show it, but nothing is being done about it.
I am also not even going to spend the time to report this bug, because Everyone should notice this problem, or the Unity Q&A should have projects to compare performance to.
We have a 250 GB project, and 27GB builds, I don’t really want to upload those. because in the past my bug reports got ignored.

A word of advice if you go with 2019 LTS. Don’t upgrade to the new asset database v2, that thing is SLOOOOOOOW.
Anyway I agree to the general consensus, Unity is becoming slower and slower, so much that it’s a pain to work with and I’m working on a rather lightweight project, can’t imagine what’s working on a heavy project.

In general for 2019 it should on par with v1. Some things are faster, some a bit slower. Do you have anything specific in mind that you experience as slower when using v2?

On my side asset database v2 is magic. It’s slow on first import but then switching to different platforms is close to instant – finished having 6 repos instances for multiple platforms support! There might be a different reason why it would be slower for you? Maybe crunch compression is slower than in V1 but it’s not very visible compared to the platform switching magic for me :)

Can only confirm Charles experience in asset database V2 being magic. At least if you have to switch platforms constantly. On top of the fast switch, finally sprite atlases get cached too. Previously we had to wait a good 30 mins each time we switched platform, as Unity rebaked all sprite atlases constantly… those are now cache too
My impression is that with V2, the progress bar kicks in more often, which might give the illusion that everything is slower…. in reality, this just means that Unity seems to inform you more aggressively when its busy refreshing assets. But my time measurements showed that Unity doesnt spend more time refreshing with V2

Are there any plans to bring URP 8.1.0 (currently available only for 2020.1)? On my Samsung Galaxy A5 (2016) test device shaders which utilize the depth buffer (e.g. decals) are invisible and the URP release which seems to have it fixed is 8.1.0.

If 2019.4 LTS will not get updated to URP 8.1.0 or higher I will have to upgrade to 2020.1 for sure.

Just like the editor, the SRP packages (URP, HDRP) have a branch specific for 2019 LTS where the important fixes get backported. URP 7.4.1 is already available on the Package Manager repository and updates will be available in the next 2 years to fix any found issue.

Hey guys! CONGRATULATIONS! It’s a big step to have all these features added to LTS.

I’m very happy to see 2020.1 coming within a few weeks.

We are releasing in a few months but still cannot bake lighting using GPU PLM in any version except 2020.1 beta.

I was told the issue making bakes impossible due to having light probes in the scene will not be backported, which means we won’t be able to use 2019 LTS.

We’ll use TECH stream and hope everything will be fine :)

We’ve been using 2020.1 beta, and performance is greatly improved in builds, especially on consoles. Haven’t tried mobile yet.

Thank you for all the hard work, keep going!

Thanks Charles! We are working really hard at stabilizing all the various hardware flavours to make GPU PLM more robust on 2020.1. As we find fixes, we try to bring them back to 2019.4 so that more users can benefit from it. Stay tuned for more fixes during 2019.4 LTS cycle.

Please define “more robust”. More bug free but still with plenty of bugs? Able to do complete level bakes? More robust means absolutelly nothing. :\

Thanks! Yeah, to be honest, all 2019.X cycles we’re non functional GPU PLM for me, however, 2020.1 beta is just crazy good compared to any other release. Can’t wait for it to be out of beta.

Trololocat, yes, we can say that new bugs appear in various releases, for sure. But there are huge amounts of improvements as well in workflow. And for me, stability has been greatly increasing in 2020.1

I personally see great progress :)

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