### Known Issues in 2019.2.15f1

*   Graphics - General: Shader is rendered incorrectly when loaded from an Asset Bundle made in Unity 2017.4 in a newer version ([1195750](https://issuetracker.unity3d.com/issues/shader-is-rendered-incorrectly-when-loaded-from-an-asset-bundle-made-in-unity-2017-dot-4-in-a-newer-version))
    
*   IMGUI: Performance regression when focusing and interacting with Clip Inspector in Animation tab of an fbx model ([1195759](https://issuetracker.unity3d.com/issues/performance-regression-when-focusing-and-interacting-with-clip-inspector-in-animation-tab-of-an-fbx-model))
    
*   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))
    
*   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))
    
*   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))
    

### 2019.2.15f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Fixes

*   2D: Fixed an issue where the Sprite Atlas stored hash changed when Atlas was built on a different machine. ([1186887](https://issuetracker.unity3d.com/issues/sprite-atlas-stored-hash-changes-when-atlas-is-built-on-a-different-machine))
    
*   Android: Added gfx device command line arguments support in release builds. (1195061)
    
*   Android: Fixed crash on some Adreno devices when using GraphicsJobs. ([1167283](https://issuetracker.unity3d.com/issues/android-lwrp-vulkan-build-crashes-when-having-any-object-in-front-of-the-camera))
    
*   Animation: Removed requirement when generating avatar map that the root transform be the root of the game object's hierarchy as this is no longer required. ([1183581](https://issuetracker.unity3d.com/issues/animation-stream-binding-animationstream-handles-on-a-nested-animator-hierarchy-triggers-an-exception))
    
*   Code Editor: Code Coverage notification dialog shows only once, everytime code coverage is (re)enabled. (1198598)
    
*   Code Editor: Updated com.unity.ide.vscode package to 1.1.3. ([1183165](https://issuetracker.unity3d.com/issues/vscode-a-script-fails-to-open-when-external-script-editor-is-set-to-code-dot-exe))
    
*   Editor: Fixed an issue where CanvasRenderers did not respect current sorting layer or ordering. (1176348)
    
*   Graphics: Fixed a race condition in Vulkan GpuProgram loading when using GraphicsJobs.
    
*   Graphics: Fixed a sporadic crash when using GraphicsJobs with Vulkan. (1194077)
    
*   IL2CPP: Fixed a possible linker error in WebGL builds. ([1161712](https://issuetracker.unity3d.com/issues/webgl-building-fails-with-emscriptens-python-failure))
    
*   IL2CPP: Fixed a possible crash in the debugger when many web requests are started at the same time. ([1189520](https://issuetracker.unity3d.com/issues/ios-crash-on-il2cpp-mono-thread-internal-is-current-after-validating-a-certificate))
    
*   IL2CPP: Fixed an incorrect codegen when converting unsafe methods that use void\* types. ([1188101](https://issuetracker.unity3d.com/issues/il2cpp-build-development-player-fails-when-processing-unsafe-script))
    
*   IL2CPP: Fixed an issue where certain large negative decimal values were not correctly converted to integers on iOS. ([1178651](https://issuetracker.unity3d.com/issues/ios-system-dot-componentmodel-dot-typeconverter-dot-convertto-causes-overflowexception-on-minint))
    
*   IL2CPP: Fixed an issue where conversion from float and double to int conversion fresulted wit incorrect values. ([1186125](https://issuetracker.unity3d.com/issues/il2cpp-double-and-float-number-values-are-different-when-uint-is-casted-on-them))
    
*   Profiler: Fixed an issue where console errors appear while displaying UI Details in the profiler window. ([1190589](https://issuetracker.unity3d.com/issues/ui-details-profiler-does-not-display-any-information-when-selected-and-throws-exceptions-when-ui-module-is-disabled))
    

#### Improvements

*   Editor: Make sure the Code Coverage notification dialog shows only once, every time code coverage is (re)enabled (1198598)

#### 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