The LTS stream offers a stable version of Unity for those who want to lock in their productions on a specific version of Unity for maximum stability.
The latest long-term support release of Unity
Unity's NVIDIA PCSS shadows also include NVIDIA Cascaded Shadow Maps and high-quality shadow filtering to further improves the quality of shadowing, and to reduce shadow aliasing. Together, the three technologies greatly improve the realism and fidelity of Unity's world, though understandably some will prefer sharp, unrealistic shadows everywhere, and as such should select the High option in. Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
With the LTS and the TECH stream releases to choose from, you can pick the release that best fits your needs, depending on where you are in your development cycle. For creators who are about to embark on projects that are past the prototyping phase, Unity 2019.4 LTS provides stable, high-quality features that are supported for two years. You can confidently create your projects with that version during development and release.
Unity 2019 LTS stream has the same feature set as the 2019.3 TECH stream release.
Explore Unity 2019 features
Since the release of 2018 LTS, we’ve added hundreds of improvements and new features. Unity 2019 LTS makes artists and designers more productive with better tools and a new Editor UI. Our Scriptable Render Pipeline (SRP) technology, now out of Preview, helps you achieve best-in-class graphics on all platforms. We’ve also optimized Unity under the hood to facilitate more immersive experiences at runtime and to accelerate your project iterations.
Graphics
If you need scalability for all supported platforms, high performance, and best-in-class visual quality, the Universal Render Pipeline is our recommended production-ready solution. To help you achieve stunning high-fidelity graphics on high-end hardware (PC, consoles, and future hardware), the High Definition Render Pipeline (HDRP) is now out of Preview, which means those of you already working with it will have a consistent upgrade path.
Scripting
Our default code editor is now Visual Studio 2019, and IDE support has moved to packages. This LTS release also brings huge improvements to profiling, such as Player Deep Profiling and Call Stacks support. In Unity 2019 LTS, the Burst Compiler optimizes your output for the platform you’re compiling for, which can lead to huge performance improvements. Burst Compiler 1.3 offers native debugging and improved scalability and usability. .NET 4.x is now the default scripting runtime. Incremental Garbage Collection minimizes garbage collection spikes. Also, several quality-of-life improvements to scripting workflows reduce iteration times and make you more productive.
Artist and designer tools
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 also helps artists achieve more, directly within the Unity Editor, with new and improved terrain tools, as well as ProBuilder, our unique hybrid of 3D modeling and level design tools.
Editor updates
We’ve given the Editor UI a new look and feel by updating icons, fonts, and user feedback systems. Unity 2019 LTS increases clarity in the Editor, so creators can focus more on their content. Since Unity 2018 LTS, we’ve also added loads of workflow improvements to make you more productive in the Editor, such as Prefab Asset Editing in Inspector, Quick Search, Presets and Shortcut Manager. Unity 2019 LTS uses Asset Import Pipeline V2 to provide you with asset-dependency tracking and many other improvements, laying the foundation of a more reliable, performant and scalable pipeline and speeding up your import times significantly.
Platforms
For mobile developers who aim to push mobile graphics and performance, Unity 2019 LTS brings improvements such as on-demand rendering, Adaptive Performance and improved OpenGL support.
Throughout 2019, we’ve also added and polished lots of tools for augmented reality (AR) and virtual reality (VR) developers. AR Foundation, our framework for multiplatform AR development, gives you the power to build your app once and deploy across ARKit, ARCore, Magic Leap and HoloLens platforms. With the High Definition Render Pipeline for VR, you can push your VR experiences to the next level of fidelity without sacrificing performance.
We now also offer support for approved developers to create and ship their games on Google’s Stadia cloud gaming platform.
2D Tools
Unity now has the 2D feature sets and workflows you need for bone-based 2D animation, tile-based and organic world-building, and 2D physics, for projects of any scale on any platform.
Addressables
Efficiently manage complex live content. The new Addressable Asset System gives you an easy way to load assets by “address,” while also handling asset management overhead by simplifying content pack creation and deployment.
Visual Effect Graph with Shader Graph integration
Visual Effect Graph now lets you use Shader Graph to create high-fidelity visual effects, so you can visually author your own pixel and fragment shaders and use them in VFX Graph to create custom looks.
Timeline Signals
Timeline Signals offers an easy way for Timeline to interact with objects in a scene. Timeline Signals lets relevant systems know that it’s time to react to a specific event, for example, when a cutscene created with Timeline ends and you want to load a new scene and enable a physics system.
UI Toolkit
UI Toolkit(formerly UIElements), a retained-mode API, helps you create Editor tools. You build your UI hierarchy of objects while the system renders it optimally, for better overall performance. By decoupling hierarchy and styling from functionality, UI authoring is more approachable for both programmers and artists with UI Builder.
Unity as a Library
Unity as a Library lets you insert features powered by Unity directly into your native mobile applications, including 3D or 2D real-time rendering functions, such as augmented reality, 2D mini-games or 3D models, and more.
AR Foundation
AR Foundation combines the full power of the Unity platform with essential core features from ARKit, ARCore, Magic Leap, and HoloLens for rich immersive AR applications that you can build once and deploy across platforms.
Incremental Garbage Collector
With incremental garbage collection, rather than processing garbage collection all at once, we split the operation over a number of frames. This helps reduce occasional spikes in CPU usage due to garbage collection.
We prepared a series of upgrade guides to help you go from Unity 2017 LTS or Unity 2018 LTS to Unity 2019 LTS. For complex productions with a high number of dependencies, find out how our Success Plans can ensure the upgrade process goes smoothly.
What to expect from Unity LTS
Making the current LTS stream the most stable version of Unity is our top priority. Biweekly updates are intended to address crashes, regressions, issues that affect the wider community or console SDK/XDKs, and any major issues that would prevent a large number of developers from shipping their projects.
Unity release plans
We’re committed to supporting 2019.4 LTS releases with biweekly fixes until mid-2021, and then monthly updates until mid-2022.
Unity 2018.4 is now the legacy LTS and will be updated once every month until it reaches the end of its support cycle in spring 2021.
Archive
Looking for a specific Unity LTS release? We’ve organized all LTS releases in one simple archive page. Or subscribe to our RSS feed and get access to the latest LTS as soon as it’s released.
What’s an LTS release?The last TECH stream release of the year becomes a Long-Term Support (LTS) release and receives continued support for another two years in the form of biweekly updates with bug fixes. In terms of versioning, we increment the final TECH stream release of the year by one and add “LTS” (for example, TECH stream release 2018.3 became 2018.4 LTS).
The LTS releases do not include any new features or breaking API changes compared to the TECH stream releases that they are based on. Their updates address crashes, regressions, issues that affect the wider community or console SDK/XDKs, and any major issues that would prevent a large number of developers from shipping their games or apps.
The LTS stream is for developers who want to develop and ship their projects on the most-stable version and remain on this version for an extended period.
What is a TECH stream release?TECH stream releases are for developers who want to access the latest features and capabilities. The 2019 TECH stream had three releases (2019.1, 2019.2, and 2019.3). We add updates and bug fixes to the current TECH stream release on a weekly basis until the next TECH release is officially launched; then the cycle begins again.
What new features does Unity 2019.4 have?Unity 2019.4, which we also refer to as Unity 2019 LTS, doesn’t have any new features, compared to Unity 2019.3. Updates to Unity 2019.4 include only fixes for crashes, regressions, issues that affect the wider community or console SDK/XDKs, and any major issues that would prevent a large number of developers from shipping their games or apps.
Which version of Unity should I use?If you are in production or close to release, we recommend the latest LTS release. If you want to use the latest Unity features in your project or are just getting started with production, the TECH stream is recommended.
How often is Unity 2019 updated?The 2019.4 LTS releases will receive biweekly fixes until mid-2021, and then monthly updates until mid-2022.
Are you going to backport fixes from Unity 2020.1 and 2020.2 to Unity 2019 LTS?Yes. Generally, our process is to fix bugs in the next release of Unity, and then backport the fixes to current TECH streams and LTS branches. The exact mechanics for doing that depend on the nature of the bug, the dependencies it may have to other components, and other factors. We have a team fully engaged to backport fixes to Unity 2019 LTS.
What’s in your alpha and beta releases, and how do I get them?Alphas are the first public releases of a new TECH stream version of Unity. During the alpha phase, we’re progressively adding all the new features that are scheduled to be part of the final release. At the same time, the features get tested collectively for the first time. While a TECH stream version is in alpha, we release updates with new features on a weekly basis until we reach feature completeness. As such, alphas come with a higher stability risk than beta releases, which are feature-complete and receive only stabilizing updates. With both alphas and betas, you have an opportunity to influence our development process by using the new features and providing feedback via forums and bug reports.
Because there may be feature-stability issues with these early releases, we do not recommend them for projects in production; we highly recommend that you back up any project before you open it with an alpha or beta release.
Both our alpha and beta releases are open to everyone – no signup is required. Get started by downloading them from the Unity Hub.
Ray tracing techniques have long been used in film, television, and visualization for rendering photo-realistic images for a long time but required powerful computers and time to render each image or frame. For film and television, it can take many hours or even days to render out high-quality image sequences, but the final result can create real-life 3D content that can blend seamlessly with real-life ones. For architectural visualization companies, ray tracing has meant creating beautiful renders for the automotive industry or showing what a densely-filled house or office complex could look like when complete all while achieving realistic-looking results.
The power of Unreal Engine 4 (UE4) combined with Real-Time Ray Tracing (RTRT) makes it possible to create interactive experiences with subtle lighting effects comparable with many offline renderers in real time. Ray tracing effects look more natural, producing soft shadowing for lights, accurate ambient occlusion (AO), interactive global illumination, reflections and more.
Real-time rendering of Ray Tracing features in the Archviz Interior sample project available on the Epic Games Launcher.
Ray Tracing in Unreal Engine
Ray tracing in UE4 is composed of two techniques:
A hybrid Ray Tracer that couples ray tracing capabilities with our existing raster effects.
A Path Tracer for generating reference renders.
Ray Tracer
The Ray Tracer enables ray traced results for shadows, AO, reflections, translucency and global illumination all happening in real-time within your project. It uses a low number of samples coupled with a denoising algorithm that is perceptually close to the ground truth results of the Path Tracer.
Path Tracer
The Path Tracer is an unbiased, physically based path tracer that is good for rendering reference images of your scene. It works similarly to offline renderers by gathering samples over time and, in its current state, is useful for generating ground truth renders of your scene rather than final pixels.
For additional information, see the Path Tracer.
Enabling Ray Tracing in your Project
Follow these steps to enable ray tracing support in your project.
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Yes. Restart the engine to launch the Editor with DX12 and to enable Ray Tracing for your project. Real-Time Ray Tracing FeaturesRay Traced ShadowsRay Traced Shadows simulate soft area lighting effects for objects in the environment. This means that based on the light's source size or source angle, an object's shadow will have sharper shadows near the contact surface than farther away where it softens and widens. Ray Traced ReflectionsRay Traced Reflections (RTR) simulates accurate environment representation supporting multiple reflection bounces. This example shows a single bounce of ray traced reflections compared to multiple bounces of ray traced reflection. Using multiple bounces creates real-time inter-reflection between reflective surfaces in the scene. In contrast, Screen Space Reflections (SSR), Planar Reflections, or even Reflection Capture Actors cannot capture the entire scene dynamically nor does it have some of the limitations present in these other reflection methods. In this comparison, SSR is only capable of a single reflection bounce and is limited to what is visible on the screen for representation. On the other hand, RTR is capable of multiple bounces and is not limited to what is visible, meaning that we can visibly see the sides of the book, reflected floor behind the camera, and additional lightings being reflected on surfaces coming through the window. Ray Traced TranslucencyRay Traced Translucency (RTT) accurately represents glass and liquid materials with physically correct reflections, absorption, and refraction on transparent surfaces. Ray Traced Ambient OcclusionRay Traced Ambient Occlusion (RTAO) accurately shadows areas blocking ambient lighting better grounding objects in the environment, such as shadowing the corners and edges where walls meet or adding depth to the crevices and wrinkles in skin. When compared with Screen Space Ambient Occlusion (SSAO), RTAO grounds objects and adds depth to the scene to produce natural looking shadowing in indirectly lit areas. By varying the Intensity and Radius properties of the Ambient Occlusion effect, you can control its size and strength. Ray Traced Global IlluminationRay Traced Global Illumination (RTGI) adds real-time interactive bounce lighting to areas of your scene not directly lit by a given light source. Final Gather MethodThis is currently an experimental RTGI method. An alternative ray tracing based global illumination global illumination method using a final gather-based technique has been developed that seeks to give back some runtime performance. This technique is a two-pass algorithm. The first phase distributes shading points—similarly to the original RTGI method—but at a fixed rate of one sample per-pixel. A history of up to 16 shading point samples are stored in screen space during this phase. During the second phase, the algorithm attempts to reconnect to the shading point history, amortizing the cost of the method. The original RTGI algorithm intends to emulate the Path Tracer's ground truth reference and is similar in execution of the path tracing result. The new method trades that emulation for performance, which introduces some limitations; it's currently limited to a single bounce of indirect diffuse GI, and reprojection of the previous frame GI sample data is susceptible to ghosting. Enable the Final Gather method from the Ray Tracing Global Illumination section of a Post Process Volume using the Types dropdown selection. To aid in suppressing temporal ghosting artifacts, you can use the following command to modify the world space rejection criteria. It is currently based on a world distance measured from the original shading point. This rejection crieteria defaults to 10 units. The Final Gather method also requires the following settings to be used in the Post Process Volume for it to work effectively:
Any additional Max Bounces beyond 1 are silently discarded and when adjusting the Samples Per Pixel, it's best to increase it by powers of two (for example, 8, 16, 32, 64). Using Ray Tracing FeaturesPost Process VolumeReal Time RaytracingUse Post Process Volumes in your scene to control Ray Tracing and Path Tracing features and properties. Volumes can be added to different areas for interiors and exteriors to apply the features and settings you want. The following Ray Tracing features are controlled using Post Process Volumes:
Click image for full size. For additional information about the available post process settings, see Ray Tracing Settings. LightsThe Ray Tracer supports soft area shadows for all types of lights available in UE4. Control the softness of the shadow by adjusting the following:
Sky LightsOn the Sky Light, use SLS Captured Scene or SLS Specified Cubemap with raytraced shadowing to capture the distance parts of the level and apply that to the scene as a light. Check the Cast Raytraced Shadow flag to enable sky lighting in your scene. For RTGI to work with the Sky Light, enable the experimental console variable Ray Tracing Ambient OcclusionPerformance and DebuggingStat GPUCheck relevant Ray Tracing GPU performance by using the console command Stat D3D12RayTracingCheck relevant Ray Tracing resource usage using the console command Ray Tracing Debug View ModesUnder the Level Viewport, select the View Mode dropdown and select Ray Tracing Debug to select from the available debug view modes. Click image for full size. Evaluating Denoiser QualityEvaluate the quality of the Denoiser for different raytracing effects by doing the following:
The denoised single sample per pixel will not be perfect due to information loss. However, when compared to undenoised multiple samples per pixel, the results are consistent. Also, keep in mind that the Denoiser supports up to four samples per pixel, which improves the quality and more closely matches the undenoised multiple samples per pixel result. Other Debugging Notes
Additional NotesMaterials
Reflections
Dragging the slider shows a single bounce RTR, two bounces RTR with no reflection capture fallback, and a single bounce with reflection capture fallback. Including Translucent Objects in ReflectionsEnable objects with translucent materials to appear in Ray Traced Reflections by enabling Include Translucent Objects in the Post Process Volume's settings under Rendering Features > Ray Tracing Reflections. Translucency Index of Refraction (IOR)When setting up and using refraction for ray tracing, the Specular material input is used to control the index of refraction, or IOR, in your translucent materials. The ray tracing features of Unreal Engine follows the Disney BRDF model whereby specular and IOR values are coupled and cannot be defined independently. When defining the specular value in your Material and setting the refraction properties in your Post Process Volume, you're able to adequately control the IOR for your translucent materials. Unity Rtx RaytracingMaterial Setup:
Post Process Volume Rendering Features Setup:
Use a Material Instance to drive the specular value to easily control the IOR. Controlling the amount of RefractionThe amount of refraction and light transport that takes place is controlled by using the Specular input in your material and using Max Refraction Rays and Refraction properties of the Post Process Volume. The following translucent material is using a specular value of 0.04 and is using a max of six refraction rays to pass light through the material. The comparison below shows the difference that refraction makes when it's enabled and disabled for a translucent material. Different values applied to the Specular input affect the index of refraction for the translucent material. Dragging the slider shows the amount of refraction being applied from 0.01, 0.05, and 0.1. Different values for the Max Refraction Rays property of the Post Process Volume also affect light transport through the material. With a single ray, there are not enough to escape the material, leaving it appear dark. With an increase in the ray count, it's possible to see objects through refracted glass. However, depending on the number of rays used, some areas may still appear darkened. Additional rays can ensure that they escape the volume. Dragging the slider shows the result of using 1, 3, and 5 refraction rays. Single Sided Material RefractionWhile it is possible to have ray traced refraction using a single-sided material, the results are similar but not equal to that of a two-sided material that exhibits physically accurate results. The Post Process Volume property Max Refraction Rays is available for use with both single-sided and two-sided materials to allow light transport through the volume. However, note that only a two-sided material provides proper results and is the recommended way of handling all translucent materials using ray tracing features. Light Transmission for Subsurface Profile MaterialsLight transmission on Subsurface Profile materials is possible when the light source has its Transmission property enabled. During the ray tracing shadow computation, a small scattering simulation is run to compute the expected volumetric scattering distance, through the medium, to the shadow-casting light. The scatter distance is used during lighting to compute the in-scattering contribution. Sky LightsCapturing distant objects, like a Sky Dome should be disabled for Sky Light contribution unless needed. This can save some performance and optmize your scene. For the BP_SkySphere provided with the UE4, this option is disabled by default and will make reflections from the sky look different than expected. You can control an ojects contribution by enabling/disabling the checkbox for Visible in Ray Tracing in its Details panel properties. Unity Rtx ForumRay Tracing Features OptimizationUnity Rtx
Geometry Considerations with Ray Tracing
Supported Ray Tracing FeaturesThis list is intended to give you an idea of what is currently supported and is not meant to be a comprehensive list of Ray Tracing feature support in Unreal Engine 4.23.
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