### Known Issues in 2017.4.35f1

*   Asset Bundles: Loading.LockPersistentManager object lock impacts performance during AssetBundle.LoadAssetAsync operation ([827299](https://issuetracker.unity3d.com/issues/loading-dot-lockpersistentmanager-object-lock-impacts-performance-during-assetbundle-dot-loadassetasync-operation))
    
*   iOS: Apps with UIApplicationExitsOnSuspend in info.plist failing to pass Apple Store validation ([1160614](https://issuetracker.unity3d.com/issues/ios-apps-with-uiapplicationexitsonsuspend-in-info-dot-plist-failing-to-pass-apple-store-validation))
    
*   uGUI: RectTransofrm resets it's coordinates to zero when selecting "Apply" on prefab even if no changes were made ([964111](https://issuetracker.unity3d.com/issues/recttransofrm-resets-its-coordinates-to-zero-when-selecting-apply-on-prefab-even-if-no-changes-were-made))
    

### 2017.4.35f1 Release Notes

#### Fixes

*   Analytics: Analytics found that the device screen size is always reported as the application render size on Android/iOS and cpu architecture is wrong for Android arm64 devices that are running 32 bit binaries. (1160171)
    
*   Android: Fixed the Editor not updating the NDK directory before projects are built. ([1188823](https://issuetracker.unity3d.com/issues/android-2017-dot-4-editor-doesnt-update-ndks-directory-when-using-editorprefs-dot-setstring-until-the-project-is-re-opened))
    
*   Graphics: Fixed issue where culling of multiple culling groups didn't worked and returnet results only from last of them. ([1181967](https://issuetracker.unity3d.com/issues/cullinggroup-dot-queryindices-only-returns-results-for-one-camera))
    
*   iOS: Fixing an issue where the keyboard could not be dismissed and keyboard input stopped after device sleep. ([1187333](https://issuetracker.unity3d.com/issues/ios-13-if-the-keyboard-is-brought-up-and-the-device-goes-to-sleep-after-waking-the-device-the-keyboard-cannot-be-dismissed))
    
*   Mobile: Fixed an issue that caused a black screen when enabling or disabling real-time light at runtime on Vulkan when using multiple render passes with MSAA. ([1144830](https://issuetracker.unity3d.com/issues/android-gles3-images-are-rendered-after-a-delay-on-some-devices))
    
*   UI: Fixed dragging when using multiple displays for Sliders, Scrollbars and InputField. ([1146233](https://issuetracker.unity3d.com/issues/ui-sliders-on-secondary-screens-do-not-respond-correctly-when-using-multiple-displays))
    
*   UI: PhysicsRaycaster and Physics2DRaycaster now support multiple-displays. ([1027701](https://issuetracker.unity3d.com/issues/physicsraycaster-does-not-work-with-multiple-displays))
    
*   Windows: Multi-display: Fix non-primary display aspect ratio in windowed mode ([1134231](https://issuetracker.unity3d.com/issues/view-on-second-display-appears-squashed-when-build-is-launched-in-windowed-mode))
    
*   Windows: Windows: Fix Multi-display always reverting to native resolution on primary display ([1040726](https://issuetracker.unity3d.com/issues/primary-screen-window-size-turns-to-native-when-using-more-than-one-display))
    

#### Improvements

*   XR: Updated to Oculus 1.38 plugin and added support for valid tracking poses even when devices aren't fully tracked.