### 2019.1.12f1 Release Notes

#### Improvements

*   XR: Updated Vuforia to version 8.3.8.

#### Fixes

*   Android: Fixed RenderTexture RenderTextureMemoryless.MSAA when using OpenGL ES. ([1154687](https://issuetracker.unity3d.com/issues/android-temporary-render-textures-configured-with-memoryless-dot-msaa-render-black-on-android), 1165294)
    
*   Asset Import: Fixed ModelImporter.animationClips not changing the local file IDs anymore and references to animations are still valid after re-import. ([1157349](https://issuetracker.unity3d.com/issues/assetimporter-updating-existing-animationclip-import-setting-results-in-a-new-internalid-and-lost-references-to-the-clip), 1168967)
    
*   Editor: Fixed leaking GUITexture blit materials when entering playmode. ([1150933](https://issuetracker.unity3d.com/issues/two-guitexture-materials-are-leaked-into-the-editor-each-time-play-mode-is-exited), 1167658)
    
*   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), 1148621)
    
*   Particles: Fixed BakeMesh / BakeTrailsMesh crashing if update jobs are running. ([1033341](https://issuetracker.unity3d.com/issues/bakemesh-slash-baketrailsmesh-crashes-if-update-jobs-are-running), 1063357)
    
*   Physics: Fixed an issue where no 2D physics shapes in the world due to all 2D colliders having bad Transform rotation/scale caused AutoSyncTransform to never be automatically executed stopping colliders being recreated when Transform is changed. ([1164935](https://issuetracker.unity3d.com/issues/2d-colliders-will-not-update-their-collision-shapes-when-changing-transform-scale-from-zero-on-runtime), 1167637)
    
*   Physics: Fixed PolygonCollider2D.SetPath(List) API call incorrectly setting the path size to the next largest power of two. ([1162315](https://issuetracker.unity3d.com/issues/polygoncollider2d-dot-setpath-list-version-produces-incorrect-number-of-points-always-rounding-up-to-the-nearest-power-of-2), 1167636)
    
*   Prefabs: Fixed a crash when deleting a prefab asset with a LightProbeGroup in it while editing it. ([1156017](https://issuetracker.unity3d.com/issues/improved-prefabs-editor-breaks-down-on-exiting-prefab-mode-of-light-probe-prefab-if-prefab-is-deleted-from-the-project-view), 1162742)
    
*   Scripting: Fixed burst API in Unity Engine not registered in play mode. ([1168973](https://issuetracker.unity3d.com/issues/fix-burst-api-in-unity-engine-to-be-registered-in-playmode), 1168975)
    
*   Terrain: Disabled terrain editing when the editor is running in GLES2. ([1138137](https://issuetracker.unity3d.com/issues/opengles2-a-pink-grid-covers-the-scene-view-when-mouse-is-over-a-terrain-while-smooth-height-or-texture-is-selected), 1164860)
    
*   Timeline: Fixed editor getting into an infinite loop when PlayableDircetor.Evaluate is called in the Signal Emitter's callback. ([1149930](https://issuetracker.unity3d.com/issues/editor-gets-into-infinite-loop-when-playabledircetor-dot-evaluate-is-called-in-the-signal-emitters-callback), 1156625)
    
*   Timeline: Fixed empty Timeline window leaking object. (1142894, 1154474)
    
*   Timeline: Fixed Track binding input field getting very small when creating multiple Track Sub-Group. ([1153446](https://issuetracker.unity3d.com/issues/timeline-track-binding-input-field-is-getting-very-small-when-creating-multiple-track-sub-group), 1155091)
    
*   Timeline: Fixed triangles for adjacent clips not being correctly drawn. (1141960, 1156628)
    
*   Timeline: Fixed TrimEnd not updating until exiting and entering Preview Mode. ([1151894](https://issuetracker.unity3d.com/issues/timeline-editing-trimend-does-not-update-until-exiting-and-entering-preview-mode), 1156716)
    
*   Version Control: Fixed YAMLMerge race condition when reading from an empty base file. ([1141221](https://issuetracker.unity3d.com/issues/editor-windows-yamlmerge-tool-occasionally-exiting-without-any-warning-when-passing-empty-files), 1150920)
    
*   Video: Fixed AudioSampleProvider buffer overflow. (1164480, 1168752)
    
*   XR: Fixed InteractionManager not clearing connceted controller list from last play mode session. ([1137312](https://issuetracker.unity3d.com/issues/interactionmanager-doesnt-clear-connceted-controller-list-from-last-play-mode-session), 1170420)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

**CPU**: SSE2 instruction set support.

**GPU**: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

###### Additional platform development requirements:

*   iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.
    
*   Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
    
*   Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
    

##### For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

*   Desktop:
    
    *   OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 12.04+, SteamOS+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 9.0 or higher.
    
*   Android: OS 4.1 or later; ARMv7 CPU with NEON support or Atom CPU; OpenGL ES 2.0 or later.
    
*   WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
    
*   Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities