### Known Issues in 2019.2.6f1

*   Graphics - General: Editor is lagging when modifying material properties ([1094991](https://issuetracker.unity3d.com/issues/hdrp-editor-is-lagging-when-modifying-material-properties))
    
*   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))
    
*   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)
    
*   Physics2D: Crash on PhysicsContacts2D::RemoveContact when destroying a GameObject in the play mode ([1110897](https://issuetracker.unity3d.com/issues/crash-on-physicscontacts2d-removecontact-when-destroying-a-gameobject-in-the-play-mode))
    
*   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))
    
*   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: Crash on SortByExecutionOrder after setting up font kerning values when PlayerPrefs.DeleteAll() is called in Start() ([1179631](https://issuetracker.unity3d.com/issues/crash-on-sortbyexecutionorder-after-setting-up-font-kerning-values-when-playerprefs-dot-deleteall-is-called-in-start))
    
*   Scripting: Custom built DLL's scripts which have classes derived from UIBehaviour cannot be added as a component anymore ([1160664](https://issuetracker.unity3d.com/issues/custom-built-dlls-that-have-scripts-which-have-classes-derived-from-uibehaviour-cannot-be-added-as-a-component-anymore))
    
*   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))
    
*   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)
    
*   iOS: Apple throws Deprecated API Usage warning for using UIWebView when submitting Builds to the App Store Connect ([1180664](https://issuetracker.unity3d.com/issues/ios-apple-throws-deprecated-api-usage-warning-for-using-uiwebview-when-submitting-builds-to-the-app-store-connect))
    

### 2019.2.6f1 Release Notes

#### System Requirements Changes

Nothing changed.

#### Improvements

*   Scripting: Add ENABLE\_INPUT\_SYSTEM and ENABLE\_LEGACY\_INPUT\_MANAGER defines so code can be written to work in both input systems
    
*   Scripting: Make linkLabel style public
    

#### Fixes

*   Android: Fixed crash when using il2cpp and the app was previously backed up. ([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), 1173796)
    
*   Asset Import: Fixed and issue where curves previews in the ModelImporter's Animation panel are were not correctly updated when Revert is clicked. ([1166122](https://issuetracker.unity3d.com/issues/asset-importer-curve-preview-doesnt-update-on-reverting-changes), 1173707)
    
*   Asset Import: Fixed and issue where the TextureImporter's apply button is properly enabled/disabled after changes are made in the Per-Platforms sections. ([1167983](https://issuetracker.unity3d.com/issues/the-sprites-apply-button-is-not-registered-after-changing-the-settings-in-the-default-section-in-sprite-importer), 1173706)
    
*   Asset Import: ImportSettings can be changed and applied from an Inspector while in Playmode. ([1169942](https://issuetracker.unity3d.com/issues/applying-import-setting-changes-while-in-play-mode-throws-an-assetdatabase-dot-forcereserializeassets-exception), 1173708)
    
*   Asset Management: Fixed and issue for New ScriptableObject variable references that are not reloaded when changing branch in VCS until Editor is restarted ([1153117](https://issuetracker.unity3d.com/issues/new-scriptableobject-variable-references-are-not-reloaded-when-changing-branch-in-vcs-until-editor-is-restarted), 1174417)
    
*   DirectX: Fixed an issue for corrupt DXT NPOT images in DX12. (1154903, 1155973)
    
*   Editor: Bring back inspector autoscroll, do not reset scroll position when entering playmode. ([1169695](https://issuetracker.unity3d.com/issues/inspector-functionality-inspector-doesnt-scroll-to-the-bottom-when-attaching-any-component), 1178253)
    
*   Editor: Copy default shortcut profiles in mode preference folder. ([1173228](https://issuetracker.unity3d.com/issues/shortcut-manager-user-created-shortcut-profiles-are-missing-after-upgrading-to-newer-version), 1180309)
    
*   Editor: Fixed a crash when opening a file with internal editor. ([1173314](https://issuetracker.unity3d.com/issues/mac-crashes-on-pthread-kill-when-opening-a-script-when-theres-no-visual-studio-installed), 1176160)
    
*   IL2CPP: Fixed an issue with IL2CPP not returning null when calling Activator.CreateInstance() with a nullable type, which is the expected behavior when compared to Mono and .NET. ([1172280](https://issuetracker.unity3d.com/issues/android-activator-dot-createinstance-type-behaves-differently-with-nullable-types-on-mono-and-il2cpp), 1173451)
    
*   IL2CPP: Fixed an issue with IL2CPP where casting a negative float to an unsigned integer type would produce different results between x86 and ARM platforms. ([1166109](https://issuetracker.unity3d.com/issues/inconsistent-results-when-casting-a-negative-float-to-uint), 1173700)
    
*   IL2CPP: Fixed an unimplemented internal call that caused IL2CPP to fail when calling Marshal.StringToCoTaskMemAnsi(). ([1172775](https://issuetracker.unity3d.com/issues/crash-slash-notsupportedexception-when-calling-system-dot-runtime-dot-interopservices-dot-marshal-dot-stringtoallocatedmemoryutf8-on-il2cpp), 1173190)
    
*   IL2CPP: Generate proper code when array of type long or ulong is used as the type of a field in a marshalable type. ([1173310](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-compiling-a-struct-with-a-long-array-inside-it), 1173956)
    
*   iOS: Fixed and issue with USYM\_UPLOAD\_AUTH\_TOKEN thrown in Xcode when a project is built in BatchMode with -runTests and Cloud Diagnostics. ([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), 1178676)
    
*   Linux: Fixed and issue with Linux bugreporter where it was collecting Editor.log from the wrong location for 2019.2.0a7+. ([1176211](https://issuetracker.unity3d.com/issues/linux-bugreporter-is-collecting-editor-dot-log-from-wrong-location-for-2019-dot-2-0a7-plus), 1181812)
    
*   Particles: Apply size over lifetime before detecting collisions on the first frame after a particle is spawned. ([1172390](https://issuetracker.unity3d.com/issues/size-over-lifetime-does-not-affect-collider-size-in-the-initial-collision-of-a-particle), 1175482)
    
*   Particles: Fixed a crash in WorldCollision function when spawning particles. ([1168859](https://issuetracker.unity3d.com/issues/worldcollision-crashes-when-spawning-particles-with-world-collision-enabled), 1175299)
    
*   Particles: Fixed a crash when using Graphics.ExecuteCommandBuffer with a disabled ParticleSystemRenderer component. (1176567, 1178872)
    
*   Particles: Fixed a dynamic batching corruption. ([1173610](https://issuetracker.unity3d.com/issues/particle-trails-use-the-wrong-texture-when-several-particlesystems-are-being-rendered-with-different-textures), 1175552)
    
*   Particles: Fixed a NULL reference exceptions when using the Line/Trail Renderer Inspectors ([1169972](https://issuetracker.unity3d.com/issues/trail-renderer-add-key-does-not-add-any-keys-to-trails-width-curve), 1175316)
    
*   Particles: Fixed a regression in the internal mathl ibrary causing some particle rotations to be represented incorrectly. ([1163414](https://issuetracker.unity3d.com/issues/particle-system-billboard-particles-are-invisible-when-specific-3d-start-rotation-with-random-between-2-constants-is-applied), 1178391)
    
*   Particles: Fixed a regression when trying to use Material Property Blocks with the Particle Systems. ([1174499](https://issuetracker.unity3d.com/issues/particle-system-renderer-is-not-updated-during-runtime-when-setpropertyblock-is-used), 1175555)
    
*   Particles: Fixed a Start Delay if system is paused and resumed before the Start Delay has expired. ([1178403](https://issuetracker.unity3d.com/issues/particle-system-start-delay-gets-reset-in-child-systems-when-pausing-and-then-unpausing-the-particle-effect), 1179672)
    
*   Particles: Fixed an assert message spam when using orthographic cameras and a Particle System with 0 scale along the Z axis. ([1178477](https://issuetracker.unity3d.com/issues/assertion-failed-on-expression-error-is-thrown-when-orthographic-camera-and-a-particle-system-with-specific-settings-are-used), 1180566)
    
*   Particles: Fixed an issue to correctly apply clamping and wrapping to ParticleSystem.time script API, to ensure it is always valid. ([1179965](https://issuetracker.unity3d.com/issues/particlesystem-dot-time-script-api-can-set-invalid-time-values), 1182141)
    
*   Particles: Fixed an issue to ensure ParticleSystem.SetParticles applies new particle sizes immediately. ([1179889](https://issuetracker.unity3d.com/issues/calling-particlesystem-dot-setparticles-does-not-apply-sizes-until-the-next-update-frame), 1179891)
    
*   Particles: Fixed and issue with continuous repainting of the Particle System Inspector, to improve battery life of portable devices in the Editor. ([1087598](https://issuetracker.unity3d.com/issues/particle-system-inspector-continuously-repaints-when-the-particle-system-is-stopped), 1174724)
    
*   Particles: Fixed animation bindings for the Orbital Velocity properties. ([1173552](https://issuetracker.unity3d.com/issues/particle-systems-orbital-and-offset-values-are-locked-and-affect-other-values-when-changed-in-the-animation-window), 1175488)
    
*   Particles: Support rendering lines/trails using orthographic cameras with negative near plane values. ([1169997](https://issuetracker.unity3d.com/issues/linerenderer-line-is-not-rendered-when-it-is-in-between-orthographic-camera-position-and-the-actual-camera-rendering-position), 1182135)
    
*   Physics: Fixed an incorrectly transformed cloth gravity, so that set cloth accelerations correctly. ([1173813](https://issuetracker.unity3d.com/issues/gameobject-with-cloth-component-is-affected-by-high-external-force-when-in-play-mode), 1176992)
    
*   Scripting: Makes the incremental gc player setting force an editor restart when changed, as changing it without a restart could result in crashes. (1178756, 1181519)
    
*   Universal Windows Platform: Fixed an issue with Build & Run when using Visual Studio 2019. ([1158603](https://issuetracker.unity3d.com/issues/build-and-run-on-uwp-with-visual-studio-2019-doesnt-work), 1178950)
    
*   Universal Windows Platform: Fixed an issue with building with Executable Only builds for ARM 32-bit architecture. ([1162618](https://issuetracker.unity3d.com/issues/arm-executable-only-build-fails-in-editor), 1178973)
    
*   Universal Windows Platform: Fixed an with the error message when deploying wrong CPU architecture build via device portal. ([1178960](https://issuetracker.unity3d.com/issues/uwp-deploying-wrong-architecture-through-device-portal-ends-up-running-a-different-app), 1179442)
    
*   Universal Windows Platform: Visual Studio generated when targeting Visual Studio 2019 will now correctly use v142 C++ toolset. ([1166131](https://issuetracker.unity3d.com/issues/uwp-building-project-for-visual-studio-2019-generates-solution-that-targets-build-tools-for-vs-2017-tool-set-v141), 1178919)
    
*   Video: Fixed VideoPlayer.aspectRatio when using Camera Viewport Rect. ([1164157](https://issuetracker.unity3d.com/issues/video-is-not-fitted-into-the-screen-vertically-when-aspect-ratio-fit-vertically-or-fit-inside-is-selected), 1177653)
    
*   Windows: Fixed a issue where Screen.fullscreenMode returning garbage value on Windows Editor. ([1178561](https://issuetracker.unity3d.com/issues/screen-dot-fullscreenmode-is-always-default-when-trying-to-get-it), 1178907)
    
*   Windows: Fixed a rare crash ("Screen: DX11 could not switch resolution") when starting player on certain hardware and operating system configurations. ([1178706](https://issuetracker.unity3d.com/issues/windows-fallback-path-in-swapchain-creation-createforhwndinternal-is-broken-on-windows-10), 1178912)
    
*   XR: Fixed and issue for PostProcessing effects that are not applied to built applications on Android (Oculus GO/Quest). ([1103954](https://issuetracker.unity3d.com/issues/oculus-go-postprocessing-effects-are-not-applied-to-built-applications), 1182171)
    

#### 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