### 2017.4.30f1 Release Notes

#### Improvements

*   XR: Added GPU Profiler support for Oculus Quest and Oculus Go.

#### Fixes

*   Android: Enabled NEON in PhysX to fix performance regression. ([1120019](https://issuetracker.unity3d.com/issues/android-major-performance-drops-in-64-bit-android-with-physx-on-huawei-mate-20-and-mate-20-pro))
    
*   Asset Bundle: Fixed an issue where an "Inconsistent asset" error was logged during BuildPipeline.BuildAssetBundles. (1138140, 1139332)
    
*   Asset Pipeline: Fixed an error introduced that caused assets with identical names that come after scriptable objects to become unloadable. ([1140186](https://issuetracker.unity3d.com/issues/assetbundle-dot-loadasset-returns-null-when-the-asset-bundle-file-is-in-the-same-folder-as-all-its-assets), 1156155)
    
*   Editor: Added validation of host local address on GET HTTP request. (1146895, 1152792)
    
*   Graphics: Fixed a bug in batch mode on DX11 where render targets would be kept bound. ([1141782](https://issuetracker.unity3d.com/issues/d3d11-camera-render-target-not-being-removed-when-set-to-null-in-batch-mode), 1160442)
    
*   Graphics: Fixed baked shadow angle not taken into account for indirect bounce. ([1132238](https://issuetracker.unity3d.com/issues/cpu-plm-strange-sampling-artifacts-are-visible-in-monuments-and-obelisks-scene), 1133438)
    
*   IL2CPP: Fixed the behavior of bidning Unix socket on Posix platforms. ([1150549](https://issuetracker.unity3d.com/issues/il2cpp-the-sockaddr-un-structure-is-not-properly-filled-when-trying-to-bind-or-connect-to-a-unix-domain-socket), 1155418)
    
*   MacOS: Fixed the icon at 128x128 being corrupt in MacOS build. ([1038984](https://issuetracker.unity3d.com/issues/macos-deployment-the-icon-at-128x128-is-corrupt-in-macos-build), 1133768)
    
*   Mobile: Fixed crash/data corruption when loading multiple asset bundles concurrently. ([1140019](https://issuetracker.unity3d.com/issues/mobile-crash-in-resize-initialized-inlined-construct-at-constructorutility-dot-h-using-assetbundle-dot-loadassetasync), 1156210)
    
*   Shaders: Fixed runtime shader load performance regression by removing randomish up-front warmup of all subshaders. (1105268, 1117413)
    
*   Windows: When exiting fullscreen mode, the window will now be centered instead of put in the top left corner of the monitor. ([1067817](https://issuetracker.unity3d.com/issues/windows-game-window-jumps-to-the-top-left-corner-when-switching-to-the-windowed-mode), 1155176)