### Known Issues in 2018.4.23f1

*   Animation: Animator.Update CPU time spikes when multiple animations are playing ([1184690](https://issuetracker.unity3d.com/issues/animator-dot-update-cpu-time-spikes-when-multiple-animations-are-playing))
    
*   Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System ([1226357](https://issuetracker.unity3d.com/issues/task-dot-rasterdata-dot-vertexbuffer-equals-equals-null-errors-when-using-a-particle-system))
    
*   OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode ([1230566](https://issuetracker.unity3d.com/issues/opengl-crash-on-buffermanagergles-acquirebuffer-when-in-play-mode))
    
*   Package Manager: Immutable packages altered by the API Updater are reverted to their original state when packages are resolved, which can lead to slower import performance in that context.
    
*   Scene Management: Prefab Variant Transform fileId changes ([1238280](https://issuetracker.unity3d.com/issues/prefab-variant-transform-fileid-changes))
    
*   Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer ([1216216](https://issuetracker.unity3d.com/issues/crash-on-createdirect3d11surfacefromdxgisurface-when-calling-drawrenderer-with-a-trail-renderer))
    
*   macOS: If the Android Tools are not installed through the Hub, macOS 10.15 (Catalina) default security settings will prevent the Android NDK binaries being executed. These settings have to be changed or a signed Android NDK (r16b) will be needed to build Android. More information here: https://developer.android.com/ndk/downloads/older\_releases.
    

### 2018.4.23f1 Release Notes

#### Fixes

*   Android: Fixed an issue where Android keyboard not reporting LostFocus state correctly. ([1229827](https://issuetracker.unity3d.com/issues/touching-outside-the-android-touch-keyboard-does-not-change-the-touchscreenkeyboard-status-to-done-or-canceled))
    
*   Asset Import: Changed ProcessAssetBundleEntries() to batch load assets using PersistenceManager rather than loading individually using PPTRs. ([1184551](https://issuetracker.unity3d.com/issues/loadallassets-does-not-work-the-same-way-as-its-async-version-loadallassetsasync-and-performs-a-lot-slower))
    
*   Asset Import: Fixed an issue where shadows appear segmented at specific angles when using physical camera with a large difference between sensor aspect ratio and screen aspect ratio. ([1211431](https://issuetracker.unity3d.com/issues/shadows-appear-segmented-in-the-game-view-when-using-link-fov-to-physical-camera))
    
*   Asset Import: Fixed an issue where TextureImporter was dirtied when creating a preset. ([1242249](https://issuetracker.unity3d.com/issues/creating-a-textureimporter-preset-dirties-the-image-that-was-used-to-create-the-textureimporter))
    
*   Asset Import: Texture Importer builds all targets before first enable. ([1231227](https://issuetracker.unity3d.com/issues/preset-files-for-assets-with-platform-settings-get-modified-when-first-selected))
    
*   Asset Pipeline: Fixed a sorting issue that was causing indeterminism in Content Update Pipeline. (1197035)
    
*   Editor: Fixed an issue where smart rounding was causing problems with large scale values with the Rect tool. ([1225799](https://issuetracker.unity3d.com/issues/rect-tool-behaves-incorrectly-when-used-on-object-that-are-massively-scaled))
    
*   Editor: Fixed an issue where SyntaxTree namespace cannot be referenced. ([1205800](https://issuetracker.unity3d.com/issues/visual-studio-syntaxtree-namespace-cannot-be-referenced-when-using-2018-dot-4-14f1-and-above))
    
*   Graphics: Fixed a memory leak when disabling texture mip streaming (after enabled). ([1227997](https://issuetracker.unity3d.com/issues/ios-texture-dot-currenttexturememory-value-does-not-update-and-a-memory-leak-occurs-when-enabling-and-disabling-texture-streaming))
    
*   Graphics: Fixed a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)
    
*   Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)
    
*   Physics: Fixed an issue where having a cloth as part of a prefab would endlessly attempt to update the prefab. ([1195095](https://issuetracker.unity3d.com/issues/prefab-is-in-an-endless-save-loop-when-a-prefab-with-cloth-component-is-selected))
    
*   Physics: Fixed an issue with cloth where it would corrupt transform changed state. ([1187252](https://issuetracker.unity3d.com/issues/skinned-mesh-renderer-bound-gizmos-are-offset-slash-rotated-cloth-mesh-is-distorted-saving-prefab-results-in-cloth-mesh-flicker))
    
*   Prefabs: Fixed a slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. ([1228147](https://issuetracker.unity3d.com/issues/unity-editor-freezes-slash-crashes-when-opening-a-specific-scene))
    
*   Prefabs: Fixed an issue where the Hierarchy window Create (\[+\]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. ([1185434](https://issuetracker.unity3d.com/issues/an-object-created-via-create-empty-child-of-hierarchy-panel-in-prefab-mode-is-always-a-child-of-the-main-prefab))
    
*   Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. ([1093368](https://issuetracker.unity3d.com/issues/navigating-the-profilers-raw-hierarchy-skips-duplicate-objects-or-gets-stuck))
    
*   Scripting: Fixed a batch mode issue, where a repeating or infinite loop coroutine does not resume execution after a period of time. (1201708)
    
*   Security: Fixed UNET vulnerabilities. ([CVE-2020-12630](https://unity.com/security/UNITY-SEC-2143)) ([CVE-2020-12631](https://unity.com/security/UNITY-SEC-2143))
    
*   Video: Fixed an issue where video-heavy project does not get successfully imported when launching the project in batchmode. ([1172957](https://issuetracker.unity3d.com/issues/mac-video-heavy-project-does-not-get-successfully-imported-when-launching-the-project-in-batchmode))
    

#### Improvements

*   Shaders: UNITY\_OLD\_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.