### Known Issues in 2019.2.17f1

*   Android: 64 bit Build with Physics.Processing runs at a very low FPS ([1186295](https://issuetracker.unity3d.com/issues/a-build-runs-at-a-very-low-fps-from-3-to-5-fps-on-huawei-mate-20-pro-when-the-project-is-built-with-64-bit-architecture))
    
*   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))
    
*   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))
    
*   Inspector Framework: \[Performance Regression\] 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))
    
*   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))
    
*   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))
    

### 2019.2.17f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Fixes

*   Android: Fixed Vulkan feature usage declaration in Android manifest. ([1198652](https://issuetracker.unity3d.com/issues/wrong-androidmanifest-dot-xml-file-is-generated-after-building-to-android))
    
*   Animation: Fixed a crash when clicking on 'Add Property' in the Animation Window when a component has Vector2Int parameters. ([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))
    
*   Animation: Fixed an isssue with applying override clip when using an override controller and a controller playable. ([1182581](https://issuetracker.unity3d.com/issues/cant-change-animation-clip-with-animationoverridecontroller-when-animatorcontrollerplayable-is-used))
    
*   Asset Importers: Changed import errors for .sbsar files to warnings, changed warning for psd matte to info (1184085)
    
*   Editor: Fixed an assembly lockup issue related to mouse up handling in the Windows Editor when certain dialogs or progress bars are active. (1191378)
    
*   IL2CPP: Corrected the behavior of network interface detection code on iOS. ([1191670](https://issuetracker.unity3d.com/issues/ios-network-dot-networkinterfacetype-always-return-0))
    
*   macOS: Fixeed a SRP-Batcher crash when using iOS target in the Editor. ([1192129](https://issuetracker.unity3d.com/issues/crash-on-scriptablebatchrenderer-generatebuiltincbuffer-when-loading-built-assetbundle-in-urp))
    
*   Multiplayer: Fixed a slow down issue of editors that run in a network with large amount of unity players running. ([1193875](https://issuetracker.unity3d.com/issues/profiling-the-editor-while-running-a-development-build-causes-a-flood-of-udp-packets))
    
*   Shaders: Fixed "Internal error, unrecognized message" when building. ([1185078](https://issuetracker.unity3d.com/issues/ios))
    
*   Terrain: Terrain loaded via Asset Bundles & Player data retains and consumes it's own shader list and falls back to Shader. Find only when an error occurs. ([1122023](https://issuetracker.unity3d.com/issues/terrain-not-visible-when-loaded-from-asset-bundle-and-has-draw-instanced-enabled))
    
*   Visual Effects: Fixed an issue where Visual Effects loaded from Asset Bundle were not playing. ([1175177](https://issuetracker.unity3d.com/issues/visual-effect-loaded-from-asset-bundle-is-not-playing))
    
*   WebGL: Fixed an issue where in WebGL builds Canvas Rect Mask 2D component was not working properly. ([1014187](https://issuetracker.unity3d.com/issues/webgl-rectmask2d-does-not-mask))
    
*   XR: Fixed an issue that would cause the Editor Hololens Remote device to improperly set before connecting.
    
*   XR: Fixed HolographicRemoting to properly allow for V2 devices in standalone applications.
    

#### 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