### Known Issues in 2018.4.24f1

*   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))
    
*   Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file ([1239074](https://issuetracker.unity3d.com/issues/crash-on-vertexdeclarationd3d11-getinputlayout-when-importing-a-broken-fbx-file))
    
*   Cloth: Cloth has graphical artifacts when an object moves out of the camera ([1254174](https://issuetracker.unity3d.com/issues/cloth-has-graphical-artifacts-when-an-object-moves-out-of-the-camera))
    
*   Mono: Crash on buffer\_add\_value\_full when debugging with code editor attached ([1249172](https://issuetracker.unity3d.com/issues/macos-crash-on-buffer-add-value-full-when-debugging-with-code-editor-attached))
    
*   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.
    
*   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.
    

### 2018.4.24f1 Release Notes

#### Fixes

*   2D: \[Windows\] Unity crashes when packing big amount of atlases. ([1219643](https://issuetracker.unity3d.com/issues/windows-unity-crashes-when-packing-big-amount-of-atlases))
    
*   Android: Fix occasional crash when aborting UnityWebRequest. ([1240281](https://issuetracker.unity3d.com/issues/androidjavaexception-when-aborting-a-unitywebrequest))
    
*   Android: Fix the issue that DIR\_UNITYPROJECT/DIR\_GRADLEPROJECT are using the wrong '\\' director separator on windows. ([1088160](https://issuetracker.unity3d.com/issues/android-windows-template-variable-dir-unityproject-on-windows-does-not-escape-slash-characters))
    
*   Android: Fixed an issue where master sprite atlases did not use the specified ETC2 fallback format. ([1175291](https://issuetracker.unity3d.com/issues/android-etc2-opengles2-when-etc2-fallback-is-set-to-32-bit-half-resolution-sprites-in-sprite-atlas-dont-use-the-fallback))
    
*   Android: Fixed freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes. ([1236183](https://issuetracker.unity3d.com/issues/android-galaxy-s20-freezes-after-several-seconds-with-animated-character-on-screen-when-gpu-skinning-is-enabled))
    
*   Android: Fixes Screen.currentResolution reporting incorrect values after change in orientation. ([1246822](https://issuetracker.unity3d.com/issues/2018-dot-4-android-screen-dot-currentresolution-is-incorrect-when-calling-screen-dot-setresolution-and-changing-the-phone-orientation))
    
*   Android: Unity analytics does not get advertising ID anymore.
    
*   Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph. (1223570)
    
*   Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)
    
*   Asset Import: Significantly reduces import time of FBX models, particularly for those containing large meshes. ([1219764](https://issuetracker.unity3d.com/issues/windows-a-lot-of-time-is-required-extracting-smoothing-groups-when-using-certain-fbx-files))
    
*   Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. ([1234924](https://issuetracker.unity3d.com/issues/backport-meshes-are-not-baked-in-the-addresables-when-prebake-collision-meshes-flag-is-enabled-in-the-player-settings))
    
*   Build Pipeline: Fixed cache miss due to non-deterministic hash generation for BuildReferenceMap and BuildUsageTagSet classes. ([1227574](https://issuetracker.unity3d.com/issues/scriptable-buildpipeline-buildusagetagset-unionwith-order-results-in-non-deterministic-gethash128))
    
*   Build Pipeline: Fixed rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. ([1181323](https://issuetracker.unity3d.com/issues/mobile-assetbundle-dot-loadasset-race-condition-with-assetbundle-dot-unload))
    
*   Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build. ([1209767](https://issuetracker.unity3d.com/issues/model-files-causes-the-build-file-headers-size-to-be-bigger-than-expected))
    
*   CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code\_Analysis\_\_Code\_Annotations.html. ([1208183](https://issuetracker.unity3d.com/issues/only-a-small-subset-of-attribute-declarations-are-included-in-unityengine-dot-coremodule-dot-jetbrains-dot-annotations-namespace))
    
*   Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. ([1222971](https://issuetracker.unity3d.com/issues/sortidsinvisiblityorder-failed-error-is-thrown-when-holding-the-ctrl-key-and-dragging-objects-in-the-hierarchy))
    
*   Editor: Fixed an issue with Screen Space and World Space Cameras not rendering when frame debugger is enabled for Standalone player. ([1222579](https://issuetracker.unity3d.com/issues/screen-space-camera-world-space-canvases-do-not-show-drawcalls-when-using-frame-debugger-on-a-build))
    
*   Editor: Fixed issue where you could have invalid characters in your bundle id. (1140627)
    
*   Editor: Stop sending gyro settings to Unity Remote if nothing's changed. ([1206221](https://issuetracker.unity3d.com/issues/ios-13-gyroscope-behaviour-differs-when-game-view-is-opened-while-using-unity-remote))
    
*   Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. ([1203097](https://issuetracker.unity3d.com/issues/canvas-with-screen-space-camera-render-ignores-its-height-value-when-camera-projection-matrix-02-or-12-value-is-not-0))
    
*   Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. ([1224501](https://issuetracker.unity3d.com/issues/memory-leak-in-line-renderer-when-build-is-running-in-batchmode))
    
*   Graphics: Fixed necessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.
    
*   IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping. ([1230447](https://issuetracker.unity3d.com/issues/android-ios-concurrentbag-dot-trytake-throws-exception-in-il2cpp-build))
    
*   iOS: Check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used. ([1242276](https://issuetracker.unity3d.com/issues/ios-application-dot-requestadvertisingidentifierasync-returns-empty-id))
    
*   iOS: Deleted LaunchImage folder when doing iOS build. (1240800)
    
*   iOS: Fixed an issue that prevents native windows from overlapping the Unity view. ([1247256](https://issuetracker.unity3d.com/issues/plugins-can-not-open-ui-window-that-overlaps-the-unity-app))
    
*   iOS: Fixed iOS Achievements Callback GameCenter Crash. ([1087475](https://issuetracker.unity3d.com/issues/crash-at-action-1-invoke-m2461023210-gshared-when-calling-social-dot-active-dot-loadachievements))
    
*   iOS: fixed ReplayKit.APIAvailable returning false on the first call. ([1233569](https://issuetracker.unity3d.com/issues/ios-replaykit-dot-apiavailable-returns-false-on-the-first-call-on-ios-13-devices))
    
*   iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation. (1232967)
    
*   iOS: Fixed UnauthorizedAccessException: Access to the path '/Applications/2019.1/Unity 2019.1.0a12/PlaybackEngines/iOSSupport/Trampoline/build/SharedPrecompiledHeaders' is denied. (1108549)
    
*   iOS: Launch Images are no longer supported, as per new Apple guidelines. ([1194762](https://issuetracker.unity3d.com/issues/launch-images-have-been-deprecated-in-xcode))
    
*   macOS: Fixed issue where a system dialog pops up in batch mode after a previous crash. ([1183783](https://issuetracker.unity3d.com/issues/macos-manual-input-requiring-pop-up-appears-in-batch-mode-if-unity-didnt-close-properly-on-the-last-launch))
    
*   macOS: Fixed unreadable text in macOS installer in dark mode. ([1210046](https://issuetracker.unity3d.com/issues/installer-macos-fonts-are-white-in-dark-mode))
    
*   Mobile: Fixed CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list). ([1222455](https://issuetracker.unity3d.com/issues/ios-corelocation-dot-framework-is-not-automatically-exported-to-build-when-it-is-included-in-a-plugin))
    
*   Mobile: Fixed horizontal axis input from MFI controllers on iOS 13. ([1239980](https://issuetracker.unity3d.com/issues/ios13-mfi-controller-left-analog-stick-horizontal-input-is-not-processed))
    
*   Mobile: Fixed iPad Spotlight icon name label in PlayerSettings. ([1239020](https://issuetracker.unity3d.com/issues/ipad-icons-are-labeled-as-iphone-under-spotlight-icons-in-ios-player-settings))
    
*   Package Manager: Fixed a security issue.
    
*   Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. ([1230566](https://issuetracker.unity3d.com/issues/opengl-crash-on-buffermanagergles-acquirebuffer-when-in-play-mode))
    
*   Particles: Fixed applying a preset in the MinMaxCurve pop-out editor window. ([1237306](https://issuetracker.unity3d.com/issues/shuirken-nullreferenceexception-thrown-on-applying-curve-presets-in-the-curve-editor-window-to-curve-property-of-the-object))
    
*   Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly. ([1170627](https://issuetracker.unity3d.com/issues/cloth-bounds-are-updating-even-if-cloth-dot-setenablefading-false-is-called))
    
*   Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices. ([1242446](https://issuetracker.unity3d.com/issues/cloth-loses-constraints-when-a-mesh-is-assigned-to-a-skinnedmeshrendered-with-a-cloth-component-that-is-active-in-the-scene))
    
*   Prefabs: Fixed references could be lost if a prefab was edited and saved after a player build. ([1238280](https://issuetracker.unity3d.com/issues/prefab-variant-transform-fileid-changes))
    
*   Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. ([1199466](https://issuetracker.unity3d.com/issues/prefab-reference-to-an-inner-object-is-lost-when-above-the-reference-field-value-a-serialized-class-array-is-initialized))
    
*   Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference. ([1233462](https://issuetracker.unity3d.com/issues/assigning-variant-prefab-asset-to-the-script-reference-throws-error-or-crashes-editor))
    
*   Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid\_argument instead of asserting. ([1197204](https://issuetracker.unity3d.com/issues/crash-when-declaring-a-replacement-variable-with-using-that-encompasses-any-kind-of-dictionary))
    
*   Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. ([1206732](https://issuetracker.unity3d.com/issues/application-dot-systemlanguage-does-not-return-full-language-name-when-it-has-dialects))
    
*   Scripting: Fixed an issue where FileSystemWatcher was not working on Windows when targeting .NET Standard 2.0 API Compatibility Level. ([1066732](https://issuetracker.unity3d.com/issues/filesystemwatcher-not-implemented-on-net-4-dot-x-with-net-standard-2-dot-0-only))
    
*   Scripting: Fixed Catalina OSX returning 0 for disk space on read only drives. ([1221933](https://issuetracker.unity3d.com/issues/catalina-driveinfo-dot-availablefreespace-returns-0-on-macos-catalina))
    
*   Scripting: Fixed crash in debugger during enter playmode. (1013579)
    
*   Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image. ([1224837](https://issuetracker.unity3d.com/issues/editor-crash-when-entering-and-exiting-playmode-for-a-few-times-with-microsoft-maps-sdk))
    
*   Scripting: Fixed intermittent "TypeLoadException: Recursive type definition detected" that was being thrown on playmode start. ([1191002](https://issuetracker.unity3d.com/issues/unity-physics-collisions-do-not-work-and-errors-are-thrown-when-entering-play-mode))
    
*   Scripting: Fixed race condition that would cause a hang when using threaded C# sockets. ([1028819](https://issuetracker.unity3d.com/issues/streamreader-readline-stops-receiving-messages-after-the-server-hangs))
    
*   Scripting: Fixed unnecessary allocation in Enum.HasFlags. ([1211643](https://issuetracker.unity3d.com/issues/enum-dot-hasflag-allocates-memory-when-called))
    
*   Scripting: \[Debugger\] Fixed crash when there is a generic struct with a field that is an enumerator. ([1210416](https://issuetracker.unity3d.com/issues/crash-on-inspecting-dictionary-contents-which-include-an-enum-when-debugging-in-visual-studio))
    
*   Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously. ([1228264](https://issuetracker.unity3d.com/issues/crashreporting-logbuffer-recordlogmessage-may-crash-if-called-from-multiple-background-threads))
    
*   TextCore: Added Multi-Threading to Font Asset Creation process in the Editor.
    
*   TextCore: Fixed incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)
    
*   TextCore: Fixed kerning values incorrect when using SDF8, SDF16 and SDF32 Render modes. (1249497)
    
*   TextCore: Fixed memory allocation issue when retrieving glyph pair adjustment records. (1249491)
    
*   TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException. (1249491)
    
*   TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes. (1249493)
    
*   TextMeshPro: - Updated FontEngine to improve performance as well as reduce memory allocations.  
    
    *   Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes.  
        
    *   Fixed memory allocation issue when retrieving glyph adjustment pairs.  
        
    *   Fixed PairAdjustmentRecords returning a value of infinity with certain font files.  
        
    *   Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes.  
        
    *   SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size.
*   Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. ([1198586](https://issuetracker.unity3d.com/issues/video-stutters-at-the-end-of-the-playback-loop-when-updating-the-videoplayer-dot-playbackspeed-at-every-frame))
    
*   XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. ([1197049](https://issuetracker.unity3d.com/issues/arcore-android-application-crashes-when-exiting-the-app))
    
*   XR: Fixed latency increase caused by prediction fixes. (1254226)
    
*   XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions. ([1207680](https://issuetracker.unity3d.com/issues/linux-libaudiopluginresonanceaudio-dot-so-has-code-which-uses-sse-4-dot-1-instructions-causing-unity-to-crash-on-certain-cpus))
    

#### Improvements

*   Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.

#### Features

*   Android: Allow to use a custom Gradle version.