### Known Issues in 2019.2.13f1

*   AI: Performance of NavMeshBuilder.UpdateNavMeshData spike up to 10 times ([1183826](https://issuetracker.unity3d.com/issues/performance-of-navmeshbuilder-dot-updatenavmeshdata-spike-up-to-10-times))
    
*   Animation: Crash on mono\_field\_get\_type when Add Property in the Animation window has to display a script with Vector2Int type variable ([1198661](https://issuetracker.unity3d.com/issues/crash-on-mono-field-get-type-when-add-property-in-the-animation-window-has-to-display-a-script-with-vector2int-type-variable))
    
*   Asset Importers: Crash on Marshalling::OutMarshaller when TextureImporter.ReadTextureSettings argument is null ([1187147](https://issuetracker.unity3d.com/issues/crash-on-marshalling-outmarshaller-when-textureimporter-dot-readtexturesettings-argument-is-null))
    
*   Graphics - General: Native Graphics Jobs Memory Leak ([1199895](https://issuetracker.unity3d.com/issues/native-graphics-jobs-memory-leak))
    
*   Graphics - General: Project crashes on opening in ShaderLab::IntShader::PostLoad(Shader\*) ([1184997](https://issuetracker.unity3d.com/issues/project-crashes-on-opening-in-shaderlab-intshader-postload-shader-star))
    
*   IMGUI: Overridden OnInspectorGUI method is not called when using \[CustomEditor(typeof(DefaultAsset))\] ([1175246](https://issuetracker.unity3d.com/issues/overridden-oninspectorgui-method-is-not-called-when-using-customeditor-typeof-defaultasset))
    
*   Input: \[Windows\] IMGUI input doesn't work in builds when using preview InputSystem package ([1183394](https://issuetracker.unity3d.com/issues/imgui-input-doesnt-work-in-builds-when-using-preview-inputsystem-package))
    
*   Mobile: Player Settings window becomes blank and starts spitting errors after going to Android Settings > Icon ([1177292](https://issuetracker.unity3d.com/issues/player-settings-window-becomes-blank-and-starts-spitting-errors-after-going-to-android-settings-icon))
    
*   Mono: Editor crashes at RtlEnterCriticalSection when the assembly is reloaded ([1194176](https://issuetracker.unity3d.com/issues/editor-crashes-at-rtlentercriticalsection-when-the-assembly-is-reloaded))
    
*   Physics: Crash in physics PhysicsManager::Simulate ([1122684](https://issuetracker.unity3d.com/issues/crash-in-physics-physicsmanager-simulate))
    
*   Physics: Crash on PhysicsScene::ProcessTriggerEnterExits when splitting meshes that also exit a Trigger with OnTriggerExit ([1155827](https://issuetracker.unity3d.com/issues/crash-on-physicsscene-processtriggerenterexits-when-splitting-meshes-that-also-exit-a-trigger-with-ontriggerexit))
    
*   Physics: Crash on block\_remove when changing mesh to Plane in Skinned Mesh Renderer while cloth component attached ([1162918](https://issuetracker.unity3d.com/issues/crash-on-block-remove-when-changing-mesh-to-plane-in-skinned-mesh-renderer-while-cloth-component-attached))
    
*   Profiling: \[Profiler\] Vertical Scrollbar is not working for Timeline view from Profiler window ([1196588](https://issuetracker.unity3d.com/issues/profiler-vertical-scrollbar-is-not-working-for-timeline-view-from-profiler-window))
    
*   Scene Management: Duplicated child nested prefab is not created in the same position ([1157320](https://issuetracker.unity3d.com/issues/duplicated-child-nested-prefab-is-not-created-in-the-same-position))
    
*   Scripting: \[Templates\] Clamp BlendShapes are set to true by default when creating new projects ([1148638](https://issuetracker.unity3d.com/issues/templates-clamp-blendshapes-are-set-to-true-by-default-when-creating-new-projects))
    
*   Shuriken: Semaphore.WaitForSignal causes a slow editor when entering Play mode ([1178300](https://issuetracker.unity3d.com/issues/semaphore-dot-waitforsignal-causes-a-slow-editor-when-entering-play-mode))
    
*   iOS: \[OpenGLES2\] Getting "Internal error, unrecognized message" when building ([1185078](https://issuetracker.unity3d.com/issues/ios))
    
*   uGUI: Upgrading the project results in missing System.Serializable UnityEvent function ([1196591](https://issuetracker.unity3d.com/issues/upgrading-the-project-results-in-missing-system-dot-serializable-unityevent-function))
    

### 2019.2.13f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Fixes

*   Editor: Added support for async method execution in batch mode. ([1146672](https://issuetracker.unity3d.com/issues/executemethod-does-not-await-and-exits-without-completing-when-the-method-is-async), 1193823)
    
*   Editor: Fixed an issue in the PersistentManager where it's global state can in some situations become corrupted. ([1178508](https://issuetracker.unity3d.com/issues/assetbundle-the-referenced-script-unknown-on-this-behaviour-is-missing-has-occurred-when-loading-assetbundle), 1194715)
    
*   Editor: Fixed an issue where Open by file extension gives Win32Exception. (1193800, 1195229)
    
*   Graphics: Fixed a GPU memory leak when deleting a texture while async upload is in progress. (1174689, 1191172)
    
*   Graphics: Fixed GL.Clear which wouldn't apply the provided depth when used with a partial viewport. ([1186275](https://issuetracker.unity3d.com/issues/opengl-gl-dot-clear-doesnt-clear-to-the-provided-depth-with-a-partial-viewport), 1194071)
    
*   ios: Fixed an isssue with an incorrect dpi being shown on Iphone 11 pro. ([1187030](https://issuetracker.unity3d.com/issues/ios-screen-dot-dpi-returns-wrong-value-for-iphone-11-pro), 1193154)
    
*   iOS: Fixed autocorrect not working with the touchscreen keyboard. ([1183034](https://issuetracker.unity3d.com/issues/autocorrect-is-not-shown-when-typing), 1191941)
    
*   iOS: Fixed crash on UnityGetJoystickName when calling GetJoystickNames and disconnecting/connecting controller. ([1181481](https://issuetracker.unity3d.com/issues/crash-on-unitygetjoystickname-when-calling-getjoysticknames-and-disconnecting-slash-connecting-controller), 1191790)
    
*   iOS: Gave proxy drawable textures names and made them not be backed by memory if they're not in use. ([1167629](https://issuetracker.unity3d.com/issues/ios-metal-using-xcode-gpu-frame-capture-extra-unused-screen-sized-textures-can-be-seen-on-metal), 1188678)
    
*   Profiler: Fixed a view scale constraining issue of the Profiler Timeline view when scrolling. ([1138060](https://issuetracker.unity3d.com/issues/cpu-profiler-timelines-thread-ui-overlay-gradient-becomes-offset-when-the-profiler-window-is-resized), 1186794)
    
*   Profiler: Fixed an issue with the "Other" Category not shown in Charts and hiding VSync time. ([1165477](https://issuetracker.unity3d.com/issues/other-category-is-not-shown-in-the-player-profiler-graph-if-a-sample-is-not-selected), 1186797)
    
*   Profiler: Fixed an issue with the Profiler Window reopening to CPU Profiler Module even though a different module was previously active. ([1185208](https://issuetracker.unity3d.com/issues/profiler-when-all-charts-are-closed-reopening-the-profiler-window-will-show-cpu-profiler-details), 1186777)
    
*   Profiler: Fixed an issue with Thread sorting in CPU Profiler (Hierarchy and Timeline) to be SemiAlphaNumeric. (1152723, 1186789)
    
*   Profiler: Fixed an issue with Timeline View not using a ColorSafe Palette. ([1101387](https://issuetracker.unity3d.com/issues/profiler-color-changes-are-not-reflecting-on-selecting-color-blind-mode-in-profiling-timeline), 1186791)
    
*   Profiler: Fixed an issue with view state resetting on enter Playmode for CPU, GPU, Memory, and Audio profilers. ([1175479](https://issuetracker.unity3d.com/issues/profiler-entering-play-mode-resets-the-profiler-preferences-to-cpu-usage-timeline), 1178030)
    
*   Profiler: Fixed deselection of samples in Hierarchy view issue. ([1102802](https://issuetracker.unity3d.com/issues/cannot-deselect-item-from-profilers-hierarchy), 1188673)
    
*   Profiler: Fixed framing of the Timeline View samples with Native Object association such as Camera.Render. ([1187889](https://issuetracker.unity3d.com/issues/profiler-camera-dot-render-sample-cant-be-framed-in-timeline-view), 1187905)
    
*   SceneManager: Fixed an issue where TreeEditor setting its target Tree dirty without any user interaction. ([1187157](https://issuetracker.unity3d.com/issues/improved-prefab-tree-prefab-continuously-updated-on-selecting-recompute-tree-option-in-prefab-mode), 1193764)
    
*   SceneManager: Prefabs: Fixed a component header that did not get removed completely when applying a removed component through the Comparison view's Apply menu. ([1164010](https://issuetracker.unity3d.com/issues/improved-prefabs-missingreferenceexception-is-thrown-on-applying-changes-through-override-window-when-a-component-is-removed), 1193767)
    
*   Scripting: Fixed an issue with adding preprocessor script. ([1165109](https://issuetracker.unity3d.com/issues/editor-crashes-when-selecting-add-extension-in-cinemachine-virtual-camera-component), 1177643)
    
*   WebGL: Fixed a permission issue for WebGL macOS installer . ([1042108](https://issuetracker.unity3d.com/issues/macos-slash-linux-webgl-brotli-compression-subdirectory-python-lacks-permissions-for-group-and-other), 1162786)
    

#### 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