### Known Issues in 2019.2.16f1

*   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: \[Performance Regression\] Focusing and interacting with Clip Inspector in Animation tab of an FBX model is slow ([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))
    
*   Profiling: Profiler stucks with Autoconnected Player option and can't be switched back to Editor when AndroidPlayer is selected ([1193777](https://issuetracker.unity3d.com/issues/profiler-stucks-with-autoconnected-player-option-and-cant-be-switched-back-to-editor-when-androidplayer-is-selected))
    
*   Shuriken: ParticleSystem.SetParticles crashes the Editor when writing particle list to array and Particle System has a size module enabled ([1197761](https://issuetracker.unity3d.com/issues/particlesystem-dot-setparticles-crashes-the-editor-when-writing-particle-list-to-array-and-particle-system-has-a-size-module-enabled))
    
*   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))
    

### 2019.2.16f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Fixes

*   2D: Tilemap Collider 2D is not deleted when using Tile Palette Erase Tool ([1169269](https://issuetracker.unity3d.com/issues/tilemap-collider-2d-exists-when-tiles-are-being-deleted))
    
*   Android: Fixed an issue where application paths (dataPath, streamingAssetsPath) point to base apk when App Bundle is used. ([1183912](https://issuetracker.unity3d.com/issues/android-application-dot-streamingassetspath-points-to-a-wrong-directory-on-projects-built-as-aabs))
    
*   Animation: Fixed a missing root node in avatar when regenerating avatar for Animation Stream. ([1196211](https://issuetracker.unity3d.com/issues/animation-stream-root-curves-are-evaluated-twice-on-character-using-animation-c-number-jobs-when-looptime-is-set-to-false))
    
*   Asset Import Pipeline: Use FILE\_SHARE\_READ | FILE\_SHARE\_WRITE | FILE\_SHARE\_DELETE share mode when opening a file for read on Windows. ([1037669](https://issuetracker.unity3d.com/issues/temp-files-generated-by-excel-or-similair-applications-fail-to-be-read-and-imported))
    
*   Build Pipeline: Fixed a crash in the editor when creating an empty array in EditorBuildSettings.scenes. ([1162941](https://issuetracker.unity3d.com/issues/trying-to-create-an-empty-array-in-editorbuildsettings-dot-scenes-crashes-the-editor))
    
*   Editor: Fixed an issue where per-platform QualitySettings could be stripped on disk when entering Playmode. ([1136244](https://issuetracker.unity3d.com/issues/default-quality-settings-are-deleted-after-creating-a-scriptable-object-in-initializeonload-class-then-entering-a-play-mode))
    
*   Graphics: Fixed a memory leak issue when using graphics jobs on Vulkan. ([1199895](https://issuetracker.unity3d.com/issues/native-graphics-jobs-memory-leak))
    
*   Graphics: Fixed an issue where BC3 (DXT5) coded textures were coded with an invalid bit stream (invalid BC1 alpha mode color blocks) which resulted in a lowered quality. ([1169679](https://issuetracker.unity3d.com/issues/some-normal-maps-has-ripple-effect-and-appears-to-be-lower-in-quality-when-using-default-compression-settings))
    
*   iOS: Fixed a crash when forcing Upside Down orientation on devices that do not support it. ([1192949](https://issuetracker.unity3d.com/issues/ios-build-crashes-when-orientation-is-set-to-portrait-upside-down-on-devices-without-home-button))
    
*   iOS: Fixed an issue where AVCaptureSession was not initialized if permission to camera had been explicitly denied by the user. ([1160639](https://issuetracker.unity3d.com/issues/the-app-crashes-and-throws-an-nsinvalidargumentexception-when-accessing-webcamtexture-dot-devices-and-permission-has-been-denied))
    
*   iOS: Fixed and issue with selection in the touch keyboard when the input is hidden. ([1166181](https://issuetracker.unity3d.com/issues/ios-tmp-unable-to-delete-whole-text-from-input-field-with-one-click-even-though-whole-text-is-shown-as-selected))
    
*   macOS: Fixed an issue where the Mac Standalone build did not contain .meta files inside native plugin bundles. ([1178777](https://issuetracker.unity3d.com/issues/macos-standalone-build-contains-meta-files-inside-native-plugin-bundles))
    
*   Physics: Fixed a crash that happened when a MeshCollider overlap ride a trigger that got its sharedMesh set to null and then immediately destroyed. ([1155827](https://issuetracker.unity3d.com/issues/crash-on-physicsscene-processtriggerenterexits-when-splitting-meshes-that-also-exit-a-trigger-with-ontriggerexit))
    
*   Physics: Fixed an issue with Cloth where changing a SkinnedMeshRenderer's Mesh would cause a crash in the editor. ([1162918](https://issuetracker.unity3d.com/issues/crash-on-block-remove-when-changing-mesh-to-plane-in-skinned-mesh-renderer-while-cloth-component-attached))
    
*   Terrain: Fixed an issue where intermediate renderers were not cleaned up properly for custom culling results emitted from SRP. ([1198272](https://issuetracker.unity3d.com/issues/hdrp-planar-reflection-probe-on-terrain-causes-a-crash))
    
*   Universal Windows Platform: Fixed and issue where the Viewport gets distorted when resizing player window or entering/exiting fullscreen mode. ([1196004](https://issuetracker.unity3d.com/issues/uwp-going-from-fullscreen-to-windowed-mode-no-longer-rescales-app-correctly))
    
*   Web: UnityWebRequest reuses network connections to the same host. (1179864)
    
*   Windows: Fixed a player hanging issue when alt tabbing while in exclusive fullscreen mode. ([1196536](https://issuetracker.unity3d.com/issues/player-freezes-when-alt-plus-tabing-if-player-is-running-in-the-background-and-is-in-exclusive-fullscreen-mode))
    

#### 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