### Known Issues in 2019.2.18f1

*   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: NullReferenceException is thrown when invoking EditorGUIUtility.ShowObjectPicker ([1206893](https://issuetracker.unity3d.com/issues/nullreferenceexception-is-thrown-when-invoking-editorguiutility-dot-showobjectpicker))
    
*   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))
    
*   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 under Canvas.BuildBatch causes a slow editor in Play mode ([1178300](https://issuetracker.unity3d.com/issues/semaphore-dot-waitforsignal-causes-a-slow-editor-when-entering-play-mode))
    

### 2019.2.18f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Fixes

*   Android: Fixed a physics performance issue on ARM64 on certain devices with power mode disabled. ([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))
    
*   Android: Fixed Additional IL2CPP arguments were only applied to one target when building for multiple architectures on Android. ([1185063](https://issuetracker.unity3d.com/issues/android-additional-arguments-are-not-being-used-for-the-second-il2cpp-invoke-when-building-to-android))
    
*   Animation: Fixed an issue with human hierarchy validation on nested humanoid characters when using animation C# jobs. ([1201991](https://issuetracker.unity3d.com/issues/animation-stream-binding-animationstream-handles-on-a-nested-humanoid-animator-hierarchy-does-not-work))
    
*   Apple TV: Fixing an issue where TouchScreenKeyboard.visible does not get set to false when the keyboard is dismissed on tvOS. ([1171490](https://issuetracker.unity3d.com/issues/tvos-touchscreenkeyboard-dot-visible-is-not-updated-to-false-when-the-keyboard-gets-closed))
    
*   Editor: Fixed an issue with External Script Editor "Open by file extension" option was not working. (1198526)
    
*   Editor: Increased the length limit on the menu names from 127 to 255. ([1196971](https://issuetracker.unity3d.com/issues/editorgui-dot-popup-contents-truncated-when-contents-exceed-127-character-limit))
    
*   Graphics: Fixed an issue that caused point lights not batch correctly. ([1179976](https://issuetracker.unity3d.com/issues/urp-point-light-stops-emitting-light-at-certain-points-of-scene))
    
*   Graphics: Reset current RT to override currently stored store actions. ([1188663](https://issuetracker.unity3d.com/issues/ios-setting-color-buffers-storeaction-to-dont-care-does-not-change-the-property))
    
*   Input: Added support for Pause, Menu, Left and Right stick PS4/Xbox controller buttons on iOS platforms. ([1184465](https://issuetracker.unity3d.com/issues/legacy-input-left-and-right-stick-press-doesnt-work-on-xbox-one-and-ps4-controllers-1))
    
*   ios: Fixed an issue where GUI.RepeatButton returns true only when the button is released. ([1187026](https://issuetracker.unity3d.com/issues/ios-gui-dot-repeatbutton-returns-true-only-when-the-button-is-released))
    
*   Profiler: Fixed an issue where UI Profiler preview was not displaying the Objects. ([1194819](https://issuetracker.unity3d.com/issues/ugui-profiler-no-preview-is-displayed-for-ui-profiler-objects))
    
*   Profiler: Fixed an issue with Target Selection drop-down menu got stuck on "Autoconnected Player" after failing to connect to a player. ([1193777](https://issuetracker.unity3d.com/issues/profiler-stucks-with-autoconnected-player-option-and-cant-be-switched-back-to-editor-when-androidplayer-is-selected))
    
*   UI: Fixed a sorting issue when rendering Camera and World space canvases on multiple displays. Screen space UI would caused Z testing to be disabled for any displays that were rendered after that display. ([1199369](https://issuetracker.unity3d.com/issues/in-build-world-space-canvases-incorrectly-render-on-top-of-everything-when-multiple-displays-and-multiple-canvases-are-present))
    
*   UI: Fixed an issue with EventSystem not being created when an EventSystem prefab was loaded but not in the scene. ([1200002](https://issuetracker.unity3d.com/issues/eventsystem-gameobject-is-not-created-when-creating-a-ui-gameobject-and-eventsystem-is-saved-as-a-prefab))
    
*   Video: Fixed a Window 7 issue where VideoPlayer.Prepare causes a stack overflow crash if Video is loaded from asset bundle. ([1190915](https://issuetracker.unity3d.com/issues/windows-7-videoplayer-dot-prepare-causes-a-stack-overflow-crash-if-video-is-loaded-from-asset-bundle))
    
*   Windows: Increased the maximum path length that Unity Projects may be in to produce working UWP and Standalone builds on Windows. ([1198179](https://issuetracker.unity3d.com/issues/uwp-solution-is-created-with-data-slash-resources-directory-which-should-not-exist))
    
*   XR: Fixed an image corruption issue when renderViewportScale is changed with HDR off. ([1130382](https://issuetracker.unity3d.com/issues/view-breaks-when-eyetextureresolutionscale-slash-renderviewportscale-are-changed-and-hdr-is-off))
    

#### 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