### Known Issues in 2019.3.12f1

*   2D: Entering / leaving Play mode results in long wait times when a specific prefab with Grid / Tilemap components is in the scene ([1240640](https://issuetracker.unity3d.com/issues/entering-slash-leaving-play-mode-results-in-long-wait-times-when-a-specific-prefab-with-grid-slash-tilemap-components-is-in-the-scene))
    
*   Asset Import Pipeline: Editor is stuck compiling or crashes when importing prefab referencing scripts from precompiled libraries ([1217707](https://issuetracker.unity3d.com/issues/editor-crashes-when-importing-prefab-referencing-scripts-from-precompiled-libraries))
    
*   Asset Import Pipeline: Importing project freezes on 'Initial Asset Database Refresh' when there's a meta file containing big amount of user data ([1241933](https://issuetracker.unity3d.com/issues/importing-project-freezes-on-initial-asset-database-refresh-when-theres-a-meta-file-containing-big-amount-of-user-data))
    
*   Audio: Editor crashes on changing 'System Sample Rate' when Audio track preview is being played in Timeline window ([1232743](https://issuetracker.unity3d.com/issues/audio-editor-crashes-on-changing-system-sample-rate-when-audio-track-preview-is-being-played-in-timeline-window))
    
*   Audio: AudioSource PlayScheduled plays sound at random intervals with random variation when any filter component is present ([1241932](https://issuetracker.unity3d.com/issues/audiosource-playscheduled-plays-sound-at-random-intervals-with-random-variation-when-any-filter-component-is-present))
    
*   Audio: \[Windows\] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode ([1219619](https://issuetracker.unity3d.com/issues/editor-uses-one-cpu-logical-processor-at-100-percent-while-the-game-is-paused))
    
*   Deployment Management: \[Deployment\] For an unsaved scene when Graphics API is changed, Graphics API is switched even after closing API modified window ([1240813](https://issuetracker.unity3d.com/issues/deployment-for-an-unsaved-scene-when-graphics-api-is-changed-graphics-api-is-switched-even-after-closing-api-modified-window))
    
*   Global Illumination: Unity crashing when baking lights and generating light UV ([1118524](https://issuetracker.unity3d.com/issues/unity-crashing-when-baking-lights-and-generating-light-uv))
    
*   Global Illumination: \[OSX\]\[GPUPLM\]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU ([1160419](https://issuetracker.unity3d.com/issues/osx-gpuplm-kernel-panic-slash-editor-crash-with-thread-may-have-been-prematurely-finalized-after-baking-the-scene-with-amd-gpu))
    
*   Global Illumination: \[PLM\] Baking stalls after disabling/enabling static gameobject ([1144403](https://issuetracker.unity3d.com/issues/plm-baking-stalls-after-disabling-slash-enabling-static-gameobject))
    
*   Global Illumination: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup ([1162775](https://issuetracker.unity3d.com/issues/gi-initializemanagers-takes-0-dot-4s-during-editor-startup))
    
*   Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System ([1226357](https://issuetracker.unity3d.com/issues/task-dot-rasterdata-dot-vertexbuffer-equals-equals-null-errors-when-using-a-particle-system))
    
*   Graphics - General: \[HDRP\]\[macOS\] Unity crashes when changing Device to Use setting from Automatic to Intel GPU ([1242057](https://issuetracker.unity3d.com/issues/hdrp-macos-unity-crashes-when-changing-device-to-use-setting-from-automatic-to-intel-gpu))
    
*   IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies ([1193774](https://issuetracker.unity3d.com/issues/disabling-and-re-enabling-iap-in-services-window-throws-multiple-errors-about-failing-to-find-assemblies))
    
*   IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly ([1193773](https://issuetracker.unity3d.com/issues/unity-purchasing-fails-to-load-due-to-failing-to-find-unityengine-dot-ui-assembly))
    
*   Linux: \[Editor\] Input.GetAxis("Mouse ScrollWheel") always returns 0 when Cursor.lockState is set to CursorLockMode.Locked ([1219781](https://issuetracker.unity3d.com/issues/linux-editor-input-dot-getaxis-mouse-scrollwheel-always-returns-0-when-cursor-dot-lockstate-is-set-to-cursorlockmode-dot-locked))
    
*   MacOS: Editor is leaking memory when Aura Camera component is attached to a GameObject in the scene and Aura preview is enabled ([1229502](https://issuetracker.unity3d.com/issues/macos-editor-is-leaking-memory-when-aura-camera-component-is-attached-to-a-gameobject-in-the-scene-and-aura-preview-is-enabled))
    
*   MacOS: \[Mac\] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings ([1219284](https://issuetracker.unity3d.com/issues/mac-build-support-modules-fail-to-install-when-downloading-them-using-open-download-page-button-in-builds-settings))
    
*   MacOS: \[macOS\] Editor crashes when trying to access audio capture devices ([1227607](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-trying-to-access-audio-capture-devices))
    
*   Mobile: \[Android\]\[IL2CPP\] App crashes after executing Application.Quit ([1233578](https://issuetracker.unity3d.com/issues/android-app-crashes-after-executing-application-dot-quit))
    
*   Mobile: \[iOS\] Debug .pdb files are added to iOS release builds ([1232798](https://issuetracker.unity3d.com/issues/ios-debug-pdb-files-are-added-to-ios-release-builds))
    
*   Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package ([1176974](https://issuetracker.unity3d.com/issues/urp-errors-are-constantly-thrown-when-active-input-handling-is-set-to-input-system-package))
    
*   Profiling: Missing Profiler.EndSample errors appear after switching profiling target ([1181306](https://issuetracker.unity3d.com/issues/missing-profiler-dot-endsample-errors-appear-after-switching-profiling-target))
    
*   Profiling: \[Profiler\] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved ([1223087](https://issuetracker.unity3d.com/issues/profiler-any-dropdown-list-in-profiler-window-doesnt-expand-the-second-time-once-collapsed-until-the-mouse-cursor-is-moved))
    
*   Scene Management: Prefab Variant Transform fileId changes ([1238280](https://issuetracker.unity3d.com/issues/prefab-variant-transform-fileid-changes))
    
*   Scene Management: Prefabs lose their values if scripts are removed then reintroduced ([1216914](https://issuetracker.unity3d.com/issues/prefabs-lose-their-values-if-scripts-are-removed-then-reintroduced))
    
*   Scripting: ManagedJobIndexPool runs out of indices when using a processor with a large amount of cores, crashes on exit ([1204885](https://issuetracker.unity3d.com/issues/managedjobindexpool-runs-out-of-indices-when-using-a-processor-with-a-large-amount-of-cores-crashes-on-exit))
    
*   Themes: Components of a gameObject are not displayed in Inspector if its tag is deleted ([1240105](https://issuetracker.unity3d.com/issues/themes-components-of-a-gameobject-are-not-displayed-in-inspector-if-its-tag-is-deleted))
    
*   WebGL: Built project causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten ([1192963](https://issuetracker.unity3d.com/issues/webgl-built-project-causes-an-uncaught-abort-exception-when-using-dlopen-dynamic-linking-in-emscripten))
    
*   WebGL: VideoPlayer is not rendered in WebGL builds when the video is loaded via URL ([1188316](https://issuetracker.unity3d.com/issues/webgl-videoplayer-is-not-rendered-in-webgl-builds-when-the-video-is-loaded-via-url))
    
*   Windows: TDR Crash when opening a project with Image Sharpening enabled ([1238022](https://issuetracker.unity3d.com/issues/tdr-crash-when-opening-a-project-with-image-sharpening-enabled))
    

### 2019.3.12f1 Release Notes

#### Fixes

*   2D: Calling ReleaseAsset() on AssetReferenceSpriteAtlas results in lost reference and unusable SpriteAtlas ([1185717](https://issuetracker.unity3d.com/issues/calling-releaseasset-on-assetreferencespriteatlas-results-in-lost-reference-and-unusable-spriteatlas))
    
*   2D: Fix crash with TilemapRenderer when Tilemap contains Sprites with the same texture but have different vertex attributes. ([1221127](https://issuetracker.unity3d.com/issues/editor-freezes-on-a-broken-project-when-editing-a-scene-using-tilemap))
    
*   2D: Fix rendering of Tilemap Sprites using SpriteAtlas when the Sprites are late-bound to a SpriteAtlas ([1228451](https://issuetracker.unity3d.com/issues/sprites-are-not-displayed-in-a-tilemap-when-sprite-atlas-is-stored-in-asset-bundle-and-spriteatlasmanager-dot-atlasrequested-handled))
    
*   Android: Fix building with target SDK < 28 (1235468)
    
*   Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode ([1227838](https://issuetracker.unity3d.com/issues/crash-on-animator-createinternalcontrollerplayable-when-entering-play-mode))
    
*   Asset Pipeline: Speedup searching for assets by label ([1215544](https://issuetracker.unity3d.com/issues/asset-pipeline-v2-assetdatabase-dot-findassets-with-label-filtering-is-significantly-slower-when-using-asset-pipeline-v2))
    
*   Editor: Fix alignment issues for Glyph tables in inspector ([1201325](https://issuetracker.unity3d.com/issues/tmp-glyph-rect-and-glyph-metrics-text-is-overlapping-with-text-fields-below-in-glyph-table))
    
*   Editor: Fixed an issue where editor freezes when closing a custom Editor window that is referenced by another custom Editor window. ([1201522](https://issuetracker.unity3d.com/issues/editor-crashes-slash-freezes-when-closing-a-custom-editor-window-that-is-referenced-by-another-custom-editor-window))
    
*   Editor: OmniSharp project reference warnings are thrown in VSCode console when using VSCode
    
*   Editor: Reset accellerometer values when Unity Remote 5 disconnects from Editor ([1200457](https://issuetracker.unity3d.com/issues/mobile-unity-remote-5-accelerometer-input-doesnt-refresh-when-reentering-the-play-mode))
    
*   Editor: Stop dirtying all scenes when duplicating a GameObject. ([1219498](https://issuetracker.unity3d.com/issues/pasting-or-duplicating-an-object-in-hierarchy-results-in-all-active-scenes-getting-dirty))
    
*   Graphics: Fixed case where the size of shadow maps (RenderTexture) was reported incorrectly (too large). Sizes now correspond to the ones reported by RenderDoc. ([1172032](https://issuetracker.unity3d.com/issues/shadowmap-memory-size-is-reported-inconsistently-by-the-profiler-in-different-unity-versions))
    
*   macOS: Fixed Mac GPU selection when a system has two or more GPUs with the same name. (1233516)
    
*   macOS: Mac GPUs are now ordered by external, dedicated, integrated. (1215848)
    
*   Playables: Fix crash when calling RebuildGraph() when processing playable notifications. ([1187961](https://issuetracker.unity3d.com/issues/unity-crashes-when-rebuildgraph-is-used))
    
*   Prefabs: Fix crash when variant get a self reference through it base prefab ([1225758](https://issuetracker.unity3d.com/issues/editor-crashes-while-assigning-prefab-variant-to-a-reference-on-its-base))
    
*   Prefabs: Fix slow scene deserialization, when scene contains broken prefab instances with many duplicate overrides. ([1228147](https://issuetracker.unity3d.com/issues/unity-editor-freezes-slash-crashes-when-opening-a-specific-scene))
    
*   Profiler: Fixed an issue where references for some native types would no longer be captured ([1234714](https://issuetracker.unity3d.com/issues/native-object-references-for-some-object-types-are-always-0-in-the-memory-profiler))
    
*   Scripting: "Generate all .csproj files" setting needs to be toggled on every startup for all the csproj files to actually be generated
    
*   Serialization: Fix the order of main object/instance object deserialization callbacks in the presence managed references ([1216813](https://issuetracker.unity3d.com/issues/serialization-for-fields-with-serializereference-attribute-is-performed-after-parent-classs-serialization))
    
*   Serialization: When resizing a managed reference array through SerializedProperty, insert null references instead of duplicating the last reference id ([1228136](https://issuetracker.unity3d.com/issues/resizing-a-serialized-array-will-not-set-new-elements-to-null))
    
*   Video: Fixes video stuttering when large screen target resolution is set and Vsync is disabled ([1232889](https://issuetracker.unity3d.com/issues/video-stuttering-when-large-screen-target-resolution-is-set-and-vsync-is-disabled))
    
*   XR: Fix APK crash on Oculus Quest (1233626)
    

#### Changes

*   Editor: Add PerformanceTracker API and ProfilerMarker filtering to allow package com.unity.performance-tracking to be used in 2019.3

#### Improvements

*   XR: Update XR Management Plugin for improved user workflow.

#### 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 16.04+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 10.0 or higher.
    
*   Android: OS 4.4 or later; ARMv7 CPU with NEON support; 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
    
*   Exported Android Gradle projects require Android Studio 3.4 and later to build