### Known Issues in 2019.3.14f1

*   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))
    
*   Animation: \[macOS\] Inconsistent crash in objc\_msgSend/objc\_retain when previewing Animations with Animator window open ([1242026](https://issuetracker.unity3d.com/issues/macos-inconsistent-crash-in-objc-msgsend-when-previewing-animations-with-animator-window-open))
    
*   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))
    
*   Asset Import Pipeline: Unity YAML Upgrading project to 2019.3 Asset Database V2 makes the project crash on startup ([1228192](https://issuetracker.unity3d.com/issues/upgrading-project-from-2019-dot-2-to-assetpipeline-v2-makes-the-project-crash))
    
*   Asset Importers: It is possible to select "None (Object)" from the Material list in Model Importer Material Editor and Apply it ([1243020](https://issuetracker.unity3d.com/issues/it-is-possible-to-select-none-object-from-the-material-list-in-model-importer-material-editor-and-apply-it))
    
*   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: \[Windows\] 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))
    
*   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: \[PLM\] Progressive Lightmapper stuck in an infinite loop with Progressive Updates and Auto-Generate On ([1245087](https://issuetracker.unity3d.com/issues/plm-progressive-lightmapper-stuck-in-an-infinite-loop-with-progressive-updates-and-auto-generate-on))
    
*   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: Mesh API calls causes slowdown in Play Mode ([1233944](https://issuetracker.unity3d.com/issues/mesh-api-calls-causes-slowdown-in-play-mode))
    
*   Graphics - General: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Graphics - General: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   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))
    
*   IL2CPP: CIL Linker fails when there are many Scenes in build ([1240780](https://issuetracker.unity3d.com/issues/cil-linker-fails-when-there-are-many-scenes-in-build))
    
*   IMGUI: Editor crashes on StageUtility::IsGameObjectRenderedByCameraAndPartOfEditableScene when calling Undo.PerformUndo() method ([1242926](https://issuetracker.unity3d.com/issues/editor-crashes-on-stageutility-isgameobjectrenderedbycameraandpartofeditablescene-when-calling-undo-dot-performundo-method))
    
*   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))
    
*   Linux: Editor freezes when capturing a Player snapshot through Memory Profiler ([1244421](https://issuetracker.unity3d.com/issues/linux-editor-freezes-when-capturing-a-player-snapshot-through-memory-profiler))
    
*   Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed ([1239227](https://issuetracker.unity3d.com/issues/selection-frame-drawn-in-scene-view-when-a-gameobject-is-selected-while-alt-and-left-mouse-buttons-are-pressed))
    
*   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: Unity kernel crashes Mac with OpenGL when only Intel Graphics are present ([1225380](https://issuetracker.unity3d.com/issues/unity-kernel-crashes-mac-with-opengl-when-only-intel-graphics-are-present))
    
*   MacOS: \[HDRP\]\[macOS\] 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))
    
*   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))
    
*   MacOS: \[macOS\] Mac crashes when opening the project with m\_APIs under WindowsStandaloneSupport with only integrated Iris GPU ([1232673](https://issuetracker.unity3d.com/issues/macos-mac-crashes-when-opening-the-project-with-m-apis-under-windowsstandalonesupport-with-only-integrated-iris-gpu))
    
*   Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   OpenGL: Crash on BufferManagerGLES::AcquireBuffer when in Play Mode ([1230566](https://issuetracker.unity3d.com/issues/opengl-crash-on-buffermanagergles-acquirebuffer-when-in-play-mode))
    
*   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: Standalone profiler doesn't draw properly ([1244345](https://issuetracker.unity3d.com/issues/standalone-profiler-doesnt-draw-properly))
    
*   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: \[SerializeReference\] non-serialized Initialized fields lose their values when entering and during play mode. ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Scripting: \[SerializedField\] fields produce "Field is never assigned to..." warning ([1080427](https://issuetracker.unity3d.com/issues/serializedfield-fields-produce-field-is-never-assigned-to-dot-dot-dot-warning))
    
*   Shaders: ShaderUtil.GetAllShaderInfo() function doesn't return errors from Surface shader functions ([1248017](https://issuetracker.unity3d.com/issues/shaderutil-dot-getallshaderinfo-function-doesnt-return-errors-from-surface-shader-functions))
    
*   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: Using XElement.Load(string uri) 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: Cannot activate license within a docker container ([1193364](https://issuetracker.unity3d.com/issues/cannot-activate-license-within-a-docker-container))
    

### 2019.3.14f1 Release Notes

#### Fixes

*   2D: (com.unity.2d.animation) Fixed bone name field in weight slider does not display bone name ([1226249](https://issuetracker.unity3d.com/issues/2d-skinningeditor-vertex-weight-field-in-weight-slider-becomes-empty-when-linking-vertex-to-new-bone))
    
*   2D: (com.unity.2d.animation) Fixed SpriteResolver's Inspector not updated when GameObject is disabled
    
*   2D: (com.unity.2d.psdimporter) Fix crash on importing huge PSD files
    
*   2D: (com.unity.2d.psdimporter) Fix error when importing PSB files with 32-bit color
    
*   2D: (com.unity.2d.psdimporter) Fix metafile not updated when reimporting
    
*   2D: (com.unity.2d.psdimporter) Fix PSD import issues with PSD file without unique layer id
    
*   Asset Pipeline: Fixed issue where searching did find asset, when mono script class was renamed (either class name or namespace). Only fixed for asset database v2. ([1068482](https://issuetracker.unity3d.com/issues/cannot-find-scriptableobject-asset-by-search-in-project-window-when-namespace-of-corresponding-script-is-changed))
    
*   Asset Pipeline: Fixed issue with current revision removed in initial script refresh ([1236166](https://issuetracker.unity3d.com/issues/two-errors-are-thrown-in-the-console-window-when-creating-a-new-hdrp-template-project))
    
*   Asset Pipeline: Fixes issue with sprite renaming and the UI not reloading to show the renaming ([1215564](https://issuetracker.unity3d.com/issues/sprite-names-are-not-updated-in-the-project-window-when-renaming-them-in-the-sprite-editor))
    
*   Asset Pipeline: Optimized Project Browser in Two Column mode when a change happens to the AssetDatabase (added/removed/updated assets). ([1228345](https://issuetracker.unity3d.com/issues/optimize-project-browser-when-new-files-added))
    
*   Build Pipeline: Added support for baked collision mesh writing in the Scriptable Build Pipeline. ([1234924](https://issuetracker.unity3d.com/issues/backport-meshes-are-not-baked-in-the-addresables-when-prebake-collision-meshes-flag-is-enabled-in-the-player-settings))
    
*   CodeEditor: Built-in attributes for JetBrains Annotations have been modernized and include all new annotations (minus ASP/Razor attributes which have no relevance to Unity).For more info on these attributes, see https://www.jetbrains.com/help/resharper/Code\_Analysis\_\_Code\_Annotations.html. ([1208183](https://issuetracker.unity3d.com/issues/only-a-small-subset-of-attribute-declarations-are-included-in-unityengine-dot-coremodule-dot-jetbrains-dot-annotations-namespace))
    
*   Core: Graphics Reduced CPU spikes on mobile platforms in SkinMeshRenderer when GPU skinning is disabled
    
*   Editor: Fixed rare crash when closing down the editor or player showing (StackAllocatorPool::ClearMainThreadFallback) in the stack trace. (1241885)
    
*   Editor: Fixed the Dropdown null exception issue in Playmode. ([1222714](https://issuetracker.unity3d.com/issues/selecting-ui-dropdown-throws-nullreferenceexception-when-scene-reload-is-disabled))
    
*   Editor: Optimize usage of player connection when transfering test results. (1229200)
    
*   Editor: Removed HideFlags.DontSaveInEditor or HideFlags.DontSaveInBuild restriction on Scene Visibility. ([1217361](https://issuetracker.unity3d.com/issues/toggling-of-picking-and-visibility-flags-of-a-gameobject-is-ignored-when-gameobject-dot-hideflags-is-set-to-hideflags-dot-dontsave))
    
*   Editor: The dll and project level of the tree view should now correctly show the results when running tests in a player. ([1197026](https://issuetracker.unity3d.com/issues/using-run-all-in-player-android-does-not-mark-the-parent-test-as-passed-when-all-tests-pass))
    
*   Graphics: Fixed '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: Closing the dialogue box instead of pressing a button now no longer discards the changes restart the editor when switching graphics API. ([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))
    
*   Graphics: Fix a race condition when using Dynamic Batching and Graphics Jobs together. (1221653)
    
*   Graphics: Fixed issue where a Canvas in Screen space camera mode has a 0 height when a non standard custom projection matrix is set. ([1203097](https://issuetracker.unity3d.com/issues/canvas-with-screen-space-camera-render-ignores-its-height-value-when-camera-projection-matrix-02-or-12-value-is-not-0))
    
*   Graphics: Fixed issue with Hash128.u64\_1 returning an invalid value
    
*   Graphics: Fixed issue with transparent backfaces rendered in HDRP even when not requested. ([1234662](https://issuetracker.unity3d.com/issues/hdrp-refraction-breaks-on-samples-material-ball-after-moving))
    
*   Graphics: Fixes an issue where graphics settings were written to boot.config incorrectly. (1236936)
    
*   Graphics: For StreamConnect, do not allow stream creation with Primary stream (1235981)
    
*   Graphics: Higher precision compressed normals for GPU lightmapper. ([1205301](https://issuetracker.unity3d.com/issues/urp-bake-indirect-lighting-generates-an-artifact-in-a-specific-area))
    
*   iOS: Launch Images are no longer supported, as per new Apple guidelines ([1194762](https://issuetracker.unity3d.com/issues/launch-images-have-been-deprecated-in-xcode))
    
*   iOS: Stop .pdb files being added to non development XCode builds. ([1232798](https://issuetracker.unity3d.com/issues/ios-debug-pdb-files-are-added-to-ios-release-builds))
    
*   macOS: Fixed DllNotFoundException: libMonoPosixHelper.dylib in Mac Standalone build ([1219335](https://issuetracker.unity3d.com/issues/macos-dllnotfoundexception-libmonoposixhelper-dot-dylib-error-is-thrown-in-build-when-using-system-dot-io-dot-compression-dot-deflatestream))
    
*   Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL (1240995)
    
*   Physics: Ensure that passing NULL to "Physics2D.GetIgnoreCollision()" issues an ArgumentNullException and not crash. ([1239208](https://issuetracker.unity3d.com/issues/crash-on-physics2d-custom-getignorecollision-when-checking-physics2d-dot-getignorecollision-against-a-null-collider))
    
*   Physics: Fix an issue where using huge numbers of vertex or paths in a PolygonCollider2D, EdgeCollider2D or CompositeCollider2D would cause a stack overflow. ([1212015](https://issuetracker.unity3d.com/issues/2d-sprite-paths-size-of-polygon-slash-edge-collider-2d-is-not-constrained-and-causes-crash-slash-freeze-issue-when-values-more-than-1000))
    
*   Profiler: Corrects errors when switching between connected player and editor due to unfinished profiler frame being processed. ([1181306](https://issuetracker.unity3d.com/issues/missing-profiler-dot-endsample-errors-appear-after-switching-profiling-target))
    
*   Profiler: Fixed 'Current Frame' button looking interactable when it's not. ([1225682](https://issuetracker.unity3d.com/issues/current-frame-button-looks-active-when-data-in-profiler-window-is-cleared))
    
*   Profiler: Fixed alignment of sorting arrow being different on Overview vs Show Calls. (1226605)
    
*   Profiler: Fixed GPU Profiler Module Warning icon tool-tip not appearing. ([1225376](https://issuetracker.unity3d.com/issues/profilers-tooltip-for-gpu-datas-overhead-is-not-displayed-when-hovering-over-the-warning-triangle))
    
*   Profiler: Fixed inability to select reoccurring samples in Raw Hierarchy. ([1093368](https://issuetracker.unity3d.com/issues/navigating-the-profilers-raw-hierarchy-skips-duplicate-objects-or-gets-stuck))
    
*   Profiler: Fixed networking charts drawing out of bounds. ([1058920](https://issuetracker.unity3d.com/issues/profiler-ui-networkoperations-rectangle-overlap-to-higher-tab))
    
*   Profiler: Fixed View Type Dropdown of the CPU Module disappearing when switching to Hierarchy View without data to display. ([1223740](https://issuetracker.unity3d.com/issues/profiler-dropdown-button-under-module-details-panel-for-cpu-usage-module-disappears-on-switching-to-hierarchy-view))
    
*   Scripting: Remove overwritten ReferenceOutputAssembly from project reference for Visual Studio project generation ([1243277](https://issuetracker.unity3d.com/issues/referenceoutputassembly-key-is-set-to-false-in-project-references))
    
*   Security: Fixed UNET vulnerabilities. ([CVE-2020-12630, CVE-2020-12631](https://unity.com/security/UNITY-SEC-2143))
    
*   Serialization: Fix complex values in map when writing json (1224760)
    
*   Serialization: Fix error message when error is found during load of serialized asset ([1228574](https://issuetracker.unity3d.com/issues/unclear-error-the-file-seems-to-have-merge-conflicts-dot-dot-dot-is-thrown-when-a-prefab-has-merge-conflicts))
    
*   UI: Fix issue with Scrollbar::ClickRepeat that was using the same PointEventData over multiple frames. ([1193571](https://issuetracker.unity3d.com/issues/new-input-system-tapping-the-scroll-bar-makes-it-jump-to-the-bottom-not-the-selection))
    
*   Version Control: Fix Checkout() APIs for non-asset-database-aware files (1241289)
    
*   Version Control: Fix context menu for Assets folder in Project window. ([1233595](https://issuetracker.unity3d.com/issues/plasticscm-multiple-options-greyed-out-in-context-menu-when-right-clicking-assets-folder))
    
*   Version Control: Fixed EditorSceneManager.SaveScene API in some cases overwriting files that are read-only (e.g. remote exclusive checkout in Perforce).
    
*   Video: Reorganized looping logic to avoid frame reordering that was leading to confusion when deciding what frame is closest to current player clock time. ([1198586](https://issuetracker.unity3d.com/issues/video-stutters-at-the-end-of-the-playback-loop-when-updating-the-videoplayer-dot-playbackspeed-at-every-frame))
    
*   XR: Fix bug where XR will stop functioning after any new packages are installed or scripts are modified. (1223574)
    
*   XR: Fixes a perf issue when using vulkan and xr sdk. results in a perf gain of ~4 ms on the GPU. (1206999)
    
*   XR: Update XR Management verified package to 3.2.10. (1239046)
    

#### Changes

*   Mobile: Adaptive Performance - Fix Analytics system error with unloaded subsystem.
    
*   Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 has a different behaviour when setting frequency levels and warning level 2 (throttling) is reached and you are always in control of the CPU/GPU level.
    
*   Mobile: Adaptive Performance Samsung Provider - GameSDK 3.2 uses a wider range of temperature levels and maximum temperature level is changed to level 10.
    

#### Improvements

*   2D: ((com.unity.2d.animation) Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector
    
*   2D: (com.unity.2d.animation) Improved deformation performance when Collection and Burst package is installed
    
*   2D: (com.unity.2d.psdimporter) Improve PSD file import performance
    
*   2D: (com.unity.2d.spriteshape) Added warning when a valid SpriteShape profile is not set.
    
*   Editor: Allow Hash128 parsing to be done in a managed thread.
    
*   Mobile: Update verified package Adaptive Performance and Samsung provider to 1.1.6
    
*   Profiler: Hierarchy and Timeline view no longer display frame data while profiling unless "Live" toggle is pressed, reducing the Editor Overhead while profiling Edit or Play Mode.
    
*   Shaders: UNITY\_OLD\_PREPROCESSOR macro is now defined for all shader stages except for ray tracing.
    

#### 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