### 2019.2.1f1 Release Notes

### Fixes

*   2D: Fixed specific set of sprites can be packed non-optimally. ([1002004](https://issuetracker.unity3d.com/issues/sprite-packer-specific-set-of-sprites-are-packed-non-optimaly), 1174641)
    
*   Analytics: Analytics found that the device screen size is always reported as the application render size on Android/iOS and cpu architecture is wrong for Android arm64 devices that are running 32 bit binaries. (1160171, 1160172)
    
*   Android: Fix Android root path initialization from enviroment variables. (1160998, 1173607)
    
*   Android: Fix \[Android\]\[OpenGLES\] Missing UI and render texture glitches after restarting the game ([1145018](https://issuetracker.unity3d.com/issues/android-opengles-missing-ui-and-render-texture-glitches-after-restarting-the-game), 1157350)
    
*   Animation: Fixed an issue where a clip with no recorded data would cause a crash in GameObjectRecorder.SaveToClip ([1166522](https://issuetracker.unity3d.com/issues/unity-runs-out-of-ram-after-calling-gameobjectrecorder-dot-savetoclip-clip), 1169821)
    
*   Animation: Fixed Undo operation of "Add Motion" in the Blend Tree graph UI. ([1134780](https://issuetracker.unity3d.com/issues/undo-removes-wrong-motion-from-blend-tree-when-add-motion-was-done-from-blend-tree-nodes-right-click-context-menu), 1164506)
    
*   Asset Import: Added the new FileScale property to the ModelImporter class. ([1063711](https://issuetracker.unity3d.com/issues/modelimporter-dot-filescale-no-longer-exists), 1169693)
    
*   Asset Import: Fixed an issue where Unity failed to refresh the animation list after the source .fbx Asset changed. ([1139051](https://issuetracker.unity3d.com/issues/new-animations-does-not-show-up-when-reinporting-fbx-file), 1172117)
    
*   Asset Import: When importing, Unity now Ignores Constraint sources that are identical to the target. ([1088845](https://issuetracker.unity3d.com/issues/maya-lt-models-and-animations-get-deformed-when-imported-to-unity), 1170661)
    
*   Build Pipeline: Fix a crash on Standalone Player when assets with Editor only serialized properties. ([1144591](https://issuetracker.unity3d.com/issues/number-if-unity-editor-serialized-properties-crash-standalone-player-when-architecture-is-x86-64), 1165740)
    
*   Deployment Management: Worker threads for Enlighten are not set up when launching a Server Build. ([1131677](https://issuetracker.unity3d.com/issues/worker-threads-for-enlighten-are-set-up-when-launching-a-server-build), 1144920)
    
*   Editor: Added custom icons vof visual effect graph subgraphs. (1170470, 1171500)
    
*   Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. ([460449](https://issuetracker.unity3d.com/issues/delete-duplicate-find-frame-selected-and-copy-slash-paste-are-not-working-on-gameobjects-which-have-noteditable-flag-enabled), 1161574)
    
*   Editor: Enabled Delete, Duplicate, Find, Frame Selected and Copy/Paste options for Game Objects that have "Not-Editable" flag enabled. ([460449](https://issuetracker.unity3d.com/issues/delete-duplicate-find-frame-selected-and-copy-slash-paste-are-not-working-on-gameobjects-which-have-noteditable-flag-enabled), 1161574)
    
*   Editor: Fix for an error message when calling AssetDatabase.ImportPackage on a package that contains scripts. ([1158305](https://issuetracker.unity3d.com/issues/assetdatabase-dot-importpackage-throws-an-error-when-importing-a-unity-package-with-a-script-inside-of-it), 1165962)
    
*   Editor: Fix free move handle being constricted in orthographic mode when Handles.matrix is rotated 90 degrees. (1089308, 1152134)
    
*   Editor: Fixed a warning when using the object selector in the avatar preview window. (1138528, 1155345)
    
*   Editor: Fixed an issue in the Editor where text containing special characters was not copied to the clipboard. ([1152899](https://issuetracker.unity3d.com/issues/text-is-not-added-to-clipboard-when-copying-text-with-special-characters-within-textmeshpro-ugui), 1171259)
    
*   Editor: Fixed Null Reference exceptions that occurred when trying to modify normal maps on non-instanced Terrain. (1153471, 1174638)
    
*   Editor: Fixed Splash Screen Background field labels being truncated in Player Settings. ([1164579](https://issuetracker.unity3d.com/issues/editor-texts-are-getting-clipped-when-logo-added-to-the-list-in-splash-image), 1171455)
    
*   Editor: Fixed text copy of special characters ([1152899](https://issuetracker.unity3d.com/issues/text-is-not-added-to-clipboard-when-copying-text-with-special-characters-within-textmeshpro-ugui), 1171259)
    
*   Editor: Fixes a crash issue with Occlusion Culling window in some scenarios ([1140940](https://issuetracker.unity3d.com/issues/editor-crashes-while-opening-the-occlusion-culling-window-if-there-is-no-camera-tagged-as-main-camera), 1168988)
    
*   Graphics: Fixed issues uploading compressed non-power-of-two textures when using D3D11. ([1146074](https://issuetracker.unity3d.com/issues/direct3d11-texture-has-yellow-tint-when-loading-it-with-loadrawtexturedata), 1149021)
    
*   Graphics: Fixed screen space shadow errors when using dynamic resolution. (1141225, 1157021)
    
*   Graphics: Sped up "CullAllVisibleLights" ~5x on a scene with many baked lights ([1087657](https://issuetracker.unity3d.com/issues/android-cullallvisiblelights-consume-too-much-cpu-when-only-baked-lights-are-used-in-the-scene), 1170210)
    
*   IMGUI: Fixed a word wrap flickering issue with IMGUI. ([1089911](https://issuetracker.unity3d.com/issues/bolt-gui-text-width-is-not-calculated-correctly-when-moving-from-one-resolution-to-another-and-guistyle-uses-word-wrap), 1170535)
    
*   macOS: Fixed a rare crash issue with the Editor build when creating or closing new windows ([1151695](https://issuetracker.unity3d.com/issues/mac-os-crash-on-rendereventscontext-removecommandbuffers-when-closing-a-window), 1165408)
    
*   Mobile: Fix android resolution changes in split-screen mode ([1145325](https://issuetracker.unity3d.com/issues/android-ui-elements-get-stretched-after-changing-the-orientation-of-android-device-in-split-screen-mode), 1160380)
    
*   Mobile: Fix \[Android\] UI scales incorrectly when using Constant Physical Size mode on android device ([1136224](https://issuetracker.unity3d.com/issues/android-ui-scales-incorrectly-when-using-constant-physical-size-mode-on-android-device), 1161877)
    
*   Mobile: \[android\] Fixed an issue where Gradle builds could fail if a settings.gradle file exists in the root of the project ([1164013](https://issuetracker.unity3d.com/issues/android-gradle-build-fails-when-theres-a-settings-dot-gradle-file-in-the-project-folder), 1165806)
    
*   Package Manager: Fixed an issue where a package could contain read-only folders if the installation process was interrupted. This made it difficult to delete parent folders without advanced file manipulations.
    
*   Package Manager: Fixed an issue where the execute file mode of packaged files was suppressed, which prevented executables in packages from running on macOS and Linux. (1154433, 1172896)
    
*   Physics: Fix crash that happened during simulation right after destroying a hierarchy of GOs that had nested Rigidbody components attached. ([1122684](https://issuetracker.unity3d.com/issues/crash-in-physics-physicsmanager-simulate), 1167209)
    
*   Profiler: Fix for lost custom samplers on some platforms, added runtime tests. ([1160669](https://issuetracker.unity3d.com/issues/customsampler-dot-beginwithobject-fails-in-2019-dot-1-on-ps4-and-xboxone), 1167124)
    
*   Profiler: Fixed errors thrown when switching between ADB and WiFi profiling. ([1050359](https://issuetracker.unity3d.com/issues/profiler-errors-are-thrown-when-switching-to-adb-profiling-from-wifi-profiling), 1157909)
    
*   Profiler: Fixed non matching Profiler.EndSample errors printed in console when closing player with connected profiler (1150065, 1153959)
    
*   Profiler: Fixed Profiler-Module-close-button and Chart-outline alignment issues (1164515, 1164518)
    
*   Shaders: Fixed an issue with GLSL where two buffers assigned to two separate shader stages could be assigned the same bind point. ([1057118](https://issuetracker.unity3d.com/issues/shaders-opengl-structuredbuffer-position-buffer-binding-points-are-reset-for-each-pipeline-stage), 1171393)
    
*   Shuriken: Particles: Fixed ParticleSystem bounds calculations when using stretched particles and a negative velocity scale ([1160531](https://issuetracker.unity3d.com/issues/cone-shaped-particle-systems-bounds-are-smaller-when-renderer-mode-stretched-billboard-speed-scale-has-negative-value), 1163757)
    
*   Terrain: Fixed issue with terrain brush slider knob disappearing on sliding to extreme left. ([1166317](https://issuetracker.unity3d.com/issues/terrain-brush-size-slider-indicator-disappears-when-moving-it-to-the-left-side), 1167854)
    
*   Terrain: Terrain brush selection shortcuts are assigned to hotkeys F1-F7 by default. ([1155153](https://issuetracker.unity3d.com/issues/terrain-f1-f2-f3-f4-shortcuts-are-not-set), 1167462)
    
*   Terrain: Trees are not generated from Code in the Built Game when Terrain Data is created via Code using the Constructor ([1148469](https://issuetracker.unity3d.com/issues/trees-are-not-generated-from-code-in-the-built-game-when-terrain-data-is-created-via-code-using-the-constructor), 1158548)
    
*   UI Elements: Crash was related to some user code modifying the hierarchy while layout was being computed.Fix is to throw an error in such cases ([1154561](https://issuetracker.unity3d.com/issues/crash-on-ygnodelayoutimpl-after-calling-assetdatabase-dot-saveassets), 1172315)
    
*   Video: VideoPlayer hangs when seeking backwards or forwards on Android (1156779, 1161629)
    
*   Windows: Fixed deadlock on startup on systems with a certain group policy configuration. ([1150661](https://issuetracker.unity3d.com/issues/built-projects-do-not-launch-on-some-windows-7-systems), 1170796)
    
*   Windows: Fixed OpenGL graphics API crashing on certain monitor configurations. ([1147157](https://issuetracker.unity3d.com/issues/built-projects-crash-when-using-opengl-with-refresh-rate-over-60hz-and-resolution-over-1080p), 1170792)
    
*   Windows: Fixed resolution reverting to native refresh rate after losing focus in exclusive full screen mode. (1164372, 1170787)
    
*   Windows: Fixed switching to exclusive full screen from full screen other modes not respecting specified refresh rate. (1164373, 1170785)
    
*   Windows: Fixed window being "Always on top" after switching from exclusive full screen to windowed full screen mode. ([1157039](https://issuetracker.unity3d.com/issues/alt-tab-does-not-minimize-built-unity-application-after-switching-from-exclusivefullscreen-to-fullscreenwindow), 1170780)
    
*   XR: Editor crash when using holographic emulator with hololens ([1141385](https://issuetracker.unity3d.com/issues/editor-crash-when-using-holographic-emulator-with-hololens), 1163557)
    
*   XR: Fix for Can no longer save world anchors to the store using holographic simulate in editor. (1156868, 1163554)
    
*   XR: Fix for Hands selection can no longer be controlled via scripts. (1152960, 1163551)
    
*   XR: Fix for WMR devices assert when playing in editor (1159961, 1159964)
    
*   XR: Fix for XR DeviceAPIs are coming back with incorrect values in Simulation (1158726, 1163548)
    
*   XR: Fix issue with Depth Based LSR on HoloLens V2 that caused significant jitter. (1169760, 1169761)
    
*   XR: Fix null deref access to vr eye texture manager instance. ([1115371](https://issuetracker.unity3d.com/issues/xr-windowsmr-project-crashes-when-enabling-xrsettings-for-a-second-time), 1171507)
    
*   XR: Fix XR Manager system still allowing Legacy XR to be enabled via the checkbox even with loader present. (1169055, 1169066)
    
*   XR: Fixes jiterry Time based animations on quest ([1157271](https://issuetracker.unity3d.com/issues/oculus-go-oculus-quest-object-is-jittering-when-position-is-being-affected-by-time-dot-deltatime), 1172495)
    
*   https://ono.unity3d.com/unity/unity/pull-request/90337/\_/2019.2/platform/switch/sdk831
    

### Known Issues in 2019.2.1f1

*   Animation: Absence of root motion when gameobject is loaded from assest bundle and override controller is in use ([1165817](https://issuetracker.unity3d.com/issues/animation-absence-of-root-motion-when-gameobject-is-loaded-from-assest-bundle-and-override-controller-is-in-use))
    
*   Animation: Error is thrown when calling Animator.keepAnimatorControllerStateOnDisable on an inactive GameObject ([1168475](https://issuetracker.unity3d.com/issues/animation-error-is-thrown-when-calling-animator-dot-keepanimatorcontrollerstateondisable-on-an-inactive-gameobject))
    
*   Graphics - General: Crash on OptimizeMeshJobData::OptimizeMeshJob when calling Mesh.Optimize() ([1166419](https://issuetracker.unity3d.com/issues/crash-on-optimizemeshjobdata-optimizemeshjob-when-calling-mesh-dot-optimize))
    
*   Graphics - General: SRP causes crashes 100% when running with Graphics Jobs enabled ([1159200](https://issuetracker.unity3d.com/issues/srp-causes-crashes-100-percent-when-running-with-graphics-jobs-enabled))
    
*   IL2CPP: Build fails when compiling a struct with a long array inside it ([1173310](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-compiling-a-struct-with-a-long-array-inside-it))
    
*   MacOS: Unity Editor crashes in dispatch\_release when running Tests in Batch Mode ([1169988](https://issuetracker.unity3d.com/issues/dispatch-semaphore-dispose-crashes-when-running-tests-in-batch-mode))
    
*   Mobile: \[Android\] CommandInvokationFailure appears in console when inspecting the API levels in Player Settings if using Bundled SDK ([1136069](https://issuetracker.unity3d.com/issues/cannot-build-android-player-if-the-colour-space-is-set-to-linear))
    
*   Mobile: \[Android\]\[IL2CPP\] App crashes on 2019.1.0a12 and up on launch if old IL2CPP files from 2019.1.0a11 and below are backuped ([1170543](https://issuetracker.unity3d.com/issues/android-il2cpp-app-crashes-on-2019-dot-1-0a12-and-up-on-launch-if-old-il2cpp-files-from-2019-dot-1-0a11-and-below-are-backuped))
    
*   Package Manager: The Package Manager UI does not refresh when you install or remove packages. ([1148329](https://issuetracker.unity3d.com/issues/the-package-manager-ui-does-not-refresh-when-packages-are-installed-or-removed), 1152868)
    
*   Packman: OSX - Package Manifest is not editable due to permission errors. ([1174911](https://issuetracker.unity3d.com/issues/osx-package-manifest-is-not-editable-due-to-permission-errors))
    
*   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: GfxDevice::OnProfilerFrameChanged crash ([1169456](https://issuetracker.unity3d.com/issues/gfxdevice-onprofilerframechanged-crash))
    
*   Scene Management: 2019.3 and 2019.1 Unity versions are significantly slower when entering the play mode ([1161373](https://issuetracker.unity3d.com/issues/2019-dot-3-and-2019-dot-1-streams-are-significantly-slower-when-entering-the-play-mode))
    
*   Scripting: Handles.Disc function performance is very slow in Scene View ([1165684](https://issuetracker.unity3d.com/issues/handles-dot-disc-function-performance-is-very-slow-in-scene-view))
    
*   Scripting: \[Android\]\[Mono\]\[IL2CPP\] "Unable to find libc" error thrown when executing certain SslStream constructor ([1022228](https://issuetracker.unity3d.com/issues/android-mono-il2cpp-unable-to-find-libc-error-thrown-when-executing-certain-sslstream-constructor))
    
*   Scripting: \[Mac\] Crashes on \_\_pthread\_kill when opening a Script when there's no Visual Studio installed ([1173314](https://issuetracker.unity3d.com/issues/mac-crashes-on-pthread-kill-when-opening-a-script-when-theres-no-visual-studio-installed))
    
*   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: WorldCollision crashes when spawning particles with World Collision enabled ([1168859](https://issuetracker.unity3d.com/issues/worldcollision-crashes-when-spawning-particles-with-world-collision-enabled))
    
*   Windows: Editor stuck on import when importing "GameAnalytics Unity SDK" package ([1167747](https://issuetracker.unity3d.com/issues/editor-stuck-on-import-when-importing-gameanalytics-unity-sdk-package))
    
*   Windows: \[Windows 7\] GfxDeviceD3D11Base::DrawQuad crash when using Camera with Clear Flags set to "Don't Clear" and Linear rendering ([1157730](https://issuetracker.unity3d.com/issues/windows-7-player-crashes-on-pal-memory-free-when-using-camera-with-clear-flags-set-to-dont-clear))
    
*   XR: Cardboard projects default to 30 frames per second unless `targetFrameRate` is set to 60. ([1143799](https://issuetracker.unity3d.com/issues/cardboard-projects-default-to-30fps), 1144492)
    

### 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