Known Issues in 2019.2.3f1
--------------------------

*   Cloud Diagnostics: USYM\_UPLOAD\_AUTH\_TOKEN is thrown in Xcode when the Project is built in BatchMode with -runTests and Cloud Diagnostics enabled ([1167025](https://issuetracker.unity3d.com/issues/usym-upload-auth-token-is-thrown-in-xcode-when-the-project-is-built-in-batchmode-with-runtests-and-cloud-diagnostics-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))
    
*   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)
    
*   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))
    
*   Physics: Plane with Cloth component is affected by high external force when in Play mode ([1173813](https://issuetracker.unity3d.com/issues/gameobject-with-cloth-component-is-affected-by-high-external-force-when-in-play-mode))
    
*   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))
    
*   Scene Management: Enabled Prefab is disabled after upgrading to Improved Prefabs ([1138224](https://issuetracker.unity3d.com/issues/enabled-prefab-is-disabled-after-upgrading-to-improved-prefabs))
    
*   Scene Management: Transform::GetWorldToLocalMatrix crash during first import when accessing Components in Prefabs ([1159905](https://issuetracker.unity3d.com/issues/transform-getworldtolocalmatrix-crash-during-first-import-when-accessing-components-in-prefabs))
    
*   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: \[Templates\] 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))
    
*   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)
    

2019.2.3f1 Release Notes
------------------------

### Fixes

*   Android: Changed the message to be more clearer for the end user when local storage is full. ([1171893](https://issuetracker.unity3d.com/issues/custom-failed-to-extract-resources-needed-by-il2cpp-error-message-when-local-storage-is-full), 1174690)
    
*   Android: Changed the message to be more clearer for the end user when local storage is full. ([1171893](https://issuetracker.unity3d.com/issues/custom-failed-to-extract-resources-needed-by-il2cpp-error-message-when-local-storage-is-full), 1174690)
    
*   Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. ([1136069](https://issuetracker.unity3d.com/issues/cannot-build-android-player-if-the-colour-space-is-set-to-linear), 1169783)
    
*   Android: Resolved issues with fetching the list of Android SDKs in the Player Settings window when Java 9 or higher is installed. ([1136069](https://issuetracker.unity3d.com/issues/cannot-build-android-player-if-the-colour-space-is-set-to-linear), 1169783)
    
*   Animation: Fixed fetching of AnimationClip in override controller for Asset Bundles when AnimationClip is not yet loaded. ([1165817](https://issuetracker.unity3d.com/issues/animation-absence-of-root-motion-when-gameobject-is-loaded-from-assest-bundle-and-override-controller-is-in-use), 1169828)
    
*   Animation: Fixed Initialized flag not set during object construction leading to potential errors when setting. ([1168475](https://issuetracker.unity3d.com/issues/animation-error-is-thrown-when-calling-animator-dot-keepanimatorcontrollerstateondisable-on-an-inactive-gameobject), 1169799)
    
*   Asset Bundles: Fix for Loading dependent AssetBundles fails to deserialize some scripts on Standalone builds ([1154172](https://issuetracker.unity3d.com/issues/loading-dependent-assetbundles-fails-to-deserialize-some-scripts-on-standalone-builds), 1173948)
    
*   Editor: Fix issue with worldspace canvases not rendering to displays other than main display ([1173805](https://issuetracker.unity3d.com/issues/canvas-components-are-not-rendered-in-displays-that-are-not-display-1-dot-when-render-mode-is-set-to-world-space), 1178803)
    
*   Editor: Fixed a crash when running tests in batch mode ([1169988](https://issuetracker.unity3d.com/issues/dispatch-semaphore-dispose-crashes-when-running-tests-in-batch-mode), 1171925)
    
*   Editor: Fixed in issue where selecting a shader and viewing it in the inspector would cause materials to be kept around longer than required. ([1162855](https://issuetracker.unity3d.com/issues/material-leak-with-a-custom-render-pipeline-when-selecting-a-shader-in-the-project-view-and-having-the-inspector-window-open), 1174896)
    
*   Editor: Unable to drag assets from the 'Packages' subfolders in the Project window when using One Column Layout ([1169200](https://issuetracker.unity3d.com/issues/unable-to-drag-assets-from-the-packages-subfolders-in-the-project-window-when-using-one-column-layout), 1178384)
    
*   GI: Fixed issue where the Occlusion label in the Preview window gets cut off on Windows. ([1171680](https://issuetracker.unity3d.com/issues/global-illumination-text-gets-clipped-in-baked-lightmap-preview-window-when-lightmap-culling-option-is-selected), 1174984)
    
*   GI: Fixes loading of auto generated Lighting data in LoadSceneAsyncInPlayMode. ([1156685](https://issuetracker.unity3d.com/issues/no-lighting-when-loading-with-loadsceneasyncinplaymode-into-a-scene-with-auto-lighting-in-editor), 1156767)
    
*   Graphics: Fixed random crash in GraphicsJobs when using SRP API DrawRenderers with RenderStateBlock ([1159200](https://issuetracker.unity3d.com/issues/srp-causes-crashes-100-percent-when-running-with-graphics-jobs-enabled), 1170257)
    
*   Graphics: Fixed case 1157730 - DX11 Draw Quad will no longer crash on windows 7. ([1157730](https://issuetracker.unity3d.com/issues/windows-7-player-crashes-on-pal-memory-free-when-using-camera-with-clear-flags-set-to-dont-clear), 1170260)
    
*   Graphics: Optimized shader build times during player build, especially when another player build was already done before. Saves 10-20 seconds of typical player build time. ([1174727](https://issuetracker.unity3d.com/issues/build-shader-variants-compliation-takes-additional-time-when-building-a-project), 1178804)
    
*   iOS: Fixed simulator build on xcode11 beta (metal headers were added) - now we use headers if available instead of forcibly declaring symbols ([1163876](https://issuetracker.unity3d.com/issues/ios-the-multi-definition-errors-are-thrown-when-building-for-simulator-on-xcode-11-beta), 1170516)
    
*   macOS: Fixed codesign errors for Mono framework ([1170134](https://issuetracker.unity3d.com/issues/cannot-distribute-macos-builds-codesign-errors-on-monobleedingedge-framework), 1178802)
    
*   Profiler: Fixed a memory leak that happened when the job debugger held onto the scheduled fences. (1156327, 1173996)
    
*   Scripting: Allow UnityLinker to run properly on FAT32 partitions on macOS. ([1166108](https://issuetracker.unity3d.com/issues/il2cpp-unity-dot-app-slash-contents-slash-il2cpp-slash-build-slash-unitylinker-dot-exe-fails-to-run-when-building-from-fat32-on-macos), 1168248)
    
*   Scripting: Ensure only script assets are opened with default external editor. ([1177543](https://issuetracker.unity3d.com/issues/scene-files-are-being-opened-with-a-script-editor-instead-of-being-opened-by-unity-editor), 1177598)
    
*   Scripting: Fix crash when inspecting large collections in debugger. ([1130912](https://issuetracker.unity3d.com/issues/hard-crash-when-inspecting-entities-in-visual-studio-debug-mode), 1171512)
    
*   Scripting: Fix logging ETW events from the editor and players ([1084396](https://issuetracker.unity3d.com/issues/uwp-etw-logging-silently-fails-in-with-il2cpp-scripting-backend), 1173495)
    
*   Scripting: Fixed issue where System.Data.Odbc library was not found correctly on Windows. ([1156912](https://issuetracker.unity3d.com/issues/an-exception-is-raised-when-using-system-dot-data-dot-odbc), 1173920)
    
*   Scripting: Opening any file will open in VS Code instead of in the Editor ([1174491](https://issuetracker.unity3d.com/issues/vscode-editor-opening-any-file-will-open-in-vs-code-instead-of-in-the-editor), 1175202)
    
*   Scripting: Port numbers returned from GetActiveTcpConnections on Windows are now correct. ([1165578](https://issuetracker.unity3d.com/issues/ipglobalproperties-dot-getactivetcpconnections-return-different-port-numbers-when-compared-to-cli-netstat-a-output), 1174669)
    
*   XR: Fix for Render Viewport Scale Jitter when render viewport scale changes continuously ([1062297](https://issuetracker.unity3d.com/issues/render-scale-jitter-render-scale-changes-that-occur-continuously), 1174500)
    
*   XR: Prevent Hololens app pause when switching focus to a 2D view within a running application.
    

### 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