### 2019.1.14f1 Release Notes

#### Fixes

*   2D: Fixed Material and Sorting Layer fields of Sprite Renderer Component not showing Prefab Overrides in Inspector. ([1109376](https://issuetracker.unity3d.com/issues/material-and-sorting-layer-fields-of-sprite-renderer-component-do-not-show-prefab-overrides-in-inspector), 1169620)
    
*   AI: Fixed issue with NavMeshAgent getting stuck when the NavMesh changes near its long path. ([1144605](https://issuetracker.unity3d.com/issues/navmeshagent-gets-stuck-on-its-path-when-a-navmeshobstacle-with-carving-is-toggled-on-slash-off-nearby), 1166151)
    
*   Asset Import: Added ModelImporter.FileScale property. ([1063711](https://issuetracker.unity3d.com/issues/modelimporter-dot-filescale-no-longer-exists), 1169694)
    
*   Asset Management: Fixed issue where fbx files are not re-imported when a AssetPostprocessor implementing OnPostprocessAnimation has its version updated. ([1153110](https://issuetracker.unity3d.com/issues/asset-postprocessor-doesnt-reimport-fbx-file-with-animations-on-version-change-if-only-onpostprocessanimation-is-used), 1161615)
    
*   Build Pipeline: Fixed sprite sheets in asset bundles built by scriptable build pipeline crash on access. ([1146568](https://issuetracker.unity3d.com/issues/sprite-sheets-in-asset-bundles-built-by-scriptable-build-pipeline-crash-on-access), 1167256)
    
*   Deployment Management: Fixed an issue with throwing BuildFailedException from a build callback not failing the build. ([1097286](https://issuetracker.unity3d.com/issues/build-does-not-fail-when-using-buildfailedexception), 1159246)
    
*   Editor: Fixed for an error message when calling AssetDatabase.ImportPackage on a package that contains scripts. ([1158305](https://issuetracker.unity3d.com/issues/assetdatabase-dot-importpackage-throws-an-error-when-importing-a-unity-package-with-a-script-inside-of-it), 1165963)
    
*   Editor: Fixed the issue with NullReferenceException when previewing assets on Unity Package import. ([1148966](https://issuetracker.unity3d.com/issues/custom-package-preview-window-goes-gray-when-clicking-on-image-files), 1159899)
    
*   Editor: Fxed Delete, Duplicate, Find, Frame Selected and Copy/Paste options disabled for Game Objects that have "Not-Editable" flag enabled. ([460449](https://issuetracker.unity3d.com/issues/delete-duplicate-find-frame-selected-and-copy-slash-paste-are-not-working-on-gameobjects-which-have-noteditable-flag-enabled), 1161575)
    
*   IL2CPP: Fixed a crash when accessing the LocalEndpoint property of a socket using an IPV6 connection. ([1167971](https://issuetracker.unity3d.com/issues/constructor-ipendpoint-ipadress-int-throws-an-exception-when-using-ipv6-tcp-streams-in-il2cpp-builds), 1170305)
    
*   macOS: Fixed a crash when changing the graphics device in preferences. ([1165004](https://issuetracker.unity3d.com/issues/unity-editor-crashes-when-switching-device-to-use-in-preferences-settings), 1166015)
    
*   macOS: Fixed a rare crash issue with the Editor build when creating or closing new windows. ([1151695](https://issuetracker.unity3d.com/issues/mac-os-crash-on-rendereventscontext-removecommandbuffers-when-closing-a-window), 1165409)
    
*   Particles: Fixed ParticleSystem bounds calculations when using stretched particles and a negative velocity scale. ([1160531](https://issuetracker.unity3d.com/issues/cone-shaped-particle-systems-bounds-are-smaller-when-renderer-mode-stretched-billboard-speed-scale-has-negative-value), 1163758)
    
*   Particles: Fixed ParticleSystem prewarm not locating WindZones, ForceFields and Colliders during Awake. ([1122824](https://issuetracker.unity3d.com/issues/wind-zone-effect-is-not-prewarped-on-a-particle-system-after-reopening-the-project), 1164546)
    
*   Physics 2D: Fixed implicitly created static ground-body shown in the static body count in the profiler 2D physics area. ([1143465](https://issuetracker.unity3d.com/issues/profiler-shows-1-static-body-under-physics-2d-when-profiling-an-empty-scene), 1148738)
    
*   Scripting: Fixed issue with "Assembly has duplicate references" error not listing the duplicate references correctly. (1132593, 1141762)
    
*   Scripting: Fixed issue with "Multiple precompiled assemblies with the same name" error not listing the paths of the precompiled assemblies. ([1138754](https://issuetracker.unity3d.com/issues/precompiledassemblyexception-does-not-show-file-paths-in-its-message-when-there-are-few-assemblies-with-the-same-name), 1141767)
    
*   Scripting: Fixed issue with Assembly Definition File inspector not showing if Name field is empty. ([1153357](https://issuetracker.unity3d.com/issues/assembly-definition-breaks-inspector-without-the-ability-to-fix-it-manually-when-its-name-is-set-to-none), 1158575)
    
*   Shaders: Improved generation of GLSL Tessellation shaders in more situations. (1134172, 1166875)
    
*   Terrain: Fixed issue with terrain brush slider knob disappearing on sliding to extreme left. ([1166317](https://issuetracker.unity3d.com/issues/terrain-brush-size-slider-indicator-disappears-when-moving-it-to-the-left-side), 1167855)
    
*   Version Control: Fixed logging when files/folders in the Unity project are excluded from the Perforce client workspace. ([1143683](https://issuetracker.unity3d.com/issues/vcs-console-constantly-prints-warning-if-file-is-excluded-from-workspace), 1145763)
    
*   XR: Fixed crash on devices using ARcore while multithreaded rendering is activated. (1158392, 1170674)
    

#### 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