### Known Issues in 2019.3.15f1

*   Animation: Editor crashes with Animator::CreateInternalControllerPlayable when GameObjects are mached ([1245074](https://issuetracker.unity3d.com/issues/editor-crashes-with-animator-createinternalcontrollerplayable-when-gameobjects-are-mached))
    
*   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: 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))
    
*   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))
    
*   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: \[Performance Regression\] 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))
    
*   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: 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: \[macOS\] 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))
    
*   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))
    
*   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))
    
*   Vulkan: Crash on vk\_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow ([1248909](https://issuetracker.unity3d.com/issues/vulkan-crash-on-vk-optimusgetinstanceprocaddr-when-double-clicking-shaders-compiled-code-drop-down-arrow))
    
*   Windows: Cannot activate license within a docker container ([1193364](https://issuetracker.unity3d.com/issues/cannot-activate-license-within-a-docker-container))
    

### 2019.3.15f1 Release Notes

#### Fixes

*   2D: Fix ObjectOverrides for Tilemap Prefab Instance when comparing with the original Tilemap Prefab saved from a previous editor version ([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))
    
*   2D: OnGUI in SpriteShapeController creates GC allocs. (1240380)
    
*   2D: \[Backport\] \[2D\] "Sprite Shape Renderer" component icon is missing in the Inspector ([1240471](https://issuetracker.unity3d.com/issues/2d-sprite-shape-renderer-component-icon-is-missing-in-the-inspector))
    
*   2D: \[HDRP\] Expanding invalid MinMaxAABB errors are thrown on creating SpriteShape controller ([1242623](https://issuetracker.unity3d.com/issues/hdrp-expanding-invalid-minmaxaabb-errors-are-thrown-on-creating-spriteshape-controller))
    
*   Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph (1223570)
    
*   Asset Bundles: Fix crash when bundle is asyncload and unload in the same frame ([1246930](https://issuetracker.unity3d.com/issues/mesh-filter-become-missing-when-switching-to-another-scene), [1248861](https://issuetracker.unity3d.com/issues/loading-a-scene-with-addressable-in-player-loads-null-prefab))
    
*   Asset Import: Fixed issue in Model importer material remapping section where selecting none twice in the Object Selector locks 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))
    
*   Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings. (1222441)
    
*   Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. ([1216914](https://issuetracker.unity3d.com/issues/prefabs-lose-their-values-if-scripts-are-removed-then-reintroduced))
    
*   Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes. ([1215729](https://issuetracker.unity3d.com/issues/prefab-scripts-inspector-values-are-not-updated-after-script-is-changed-and-recompiled))
    
*   Asset Pipeline: Editor stops repainting and throws exceptions when creating new Scene inside AssetDatabase.StartAssetEditing() ([1221325](https://issuetracker.unity3d.com/issues/editor-stops-repainting-and-throws-exceptions-when-using-editorscenemanager-dot-newscene-newscenesetup-dot-emptyscene))
    
*   Asset Pipeline: Fixed crashes happening when calling (ADBv2) SetImporterOverride directly from OnAssetsModified for a new asset that hasn't been imported previously (i.e. dragged into the project browser). ([1231143](https://issuetracker.unity3d.com/issues/calling-assetdatabaseexperimental-dot-setimporteroverride-on-a-new-asset-that-hasnt-been-imported-previously-causes-a-crash))
    
*   Asset Pipeline: Fixing editor freeze when importing meta file which have more than 100 megabytes 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 Pipeline: Source Asset reloading improved, so that loaded objects get reloaded, if the associated script is modified ([1141360](https://issuetracker.unity3d.com/issues/serialized-property-values-are-not-restored-until-the-editor-is-restarted-after-removing-and-then-restoring-them))
    
*   Build Pipeline: Fix rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle. ([1181323](https://issuetracker.unity3d.com/issues/mobile-assetbundle-dot-loadasset-race-condition-with-assetbundle-dot-unload))
    
*   Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build ([1209767](https://issuetracker.unity3d.com/issues/model-files-causes-the-build-file-headers-size-to-be-bigger-than-expected))
    
*   Editor: - Metal: Fixes a resource leak issue in some scenarios where a view is being repainted constantly ([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))
    
*   Editor: Ensure we do not save the isDarkTheme in an asignable variable to ensure users cannot bypass entitlement. ([1243064](https://issuetracker.unity3d.com/issues/enhancer-package-bypasses-dark-theme-entitlement))
    
*   Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities after fixing compile errors that were emitted on editor startup. (1240746)
    
*   Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities when entering play mode while recompiling all scripts. (1241198)
    
*   Editor: Fix an issue where secondary container windows can pop up out-of-bounds on Linux if the display is resized ([1227209](https://issuetracker.unity3d.com/issues/linux-editor-windows-spawn-outside-of-screen-boundaries-when-using-monitor-setups-with-different-vertical-resolutions))
    
*   Editor: Fix crash attempting to import Substance file using the old Substance plugin. ([1242605](https://issuetracker.unity3d.com/issues/crash-on-application-get-custom-propdatapath-when-opening-project-with-a-specific-sbsar-file))
    
*   Editor: Fix crash when undoing an array resize of a SerializeReferene array on a SerializeReference instance. (1244028)
    
*   Editor: Fix Standalone profiler who was throwing an exception in OnGUI because m\_VertSplit wasn't properly setup. ([1244345](https://issuetracker.unity3d.com/issues/standalone-profiler-doesnt-draw-properly))
    
*   Editor: Fixed a GUILayout exception switching to Prefab Mode. ([1225712](https://issuetracker.unity3d.com/issues/argumentexception-guilayout-mismatched-layoutgroup-dot-mousemove-appears-while-switching-to-prefab-mode))
    
*   Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window. ([1222971](https://issuetracker.unity3d.com/issues/sortidsinvisiblityorder-failed-error-is-thrown-when-holding-the-ctrl-key-and-dragging-objects-in-the-hierarchy))
    
*   Editor: Fixed an issue where Unity exceptions are continuously thrown when the tags are reset. ([1240105](https://issuetracker.unity3d.com/issues/themes-components-of-a-gameobject-are-not-displayed-in-inspector-if-its-tag-is-deleted))
    
*   Editor: Fixed crash in RenderTexture::SetActive when entering the Play Mode ([1181415](https://issuetracker.unity3d.com/issues/lwrp-vr-editor-crashes-with-rendertexture-setactive-when-entering-the-play-mode-with-target-texture-set-to-a-render-texture))
    
*   Editor: Fixed editor windows appearing black when showing up along with a modal dialog ([1240849](https://issuetracker.unity3d.com/issues/version-control-check-out-failed-dialog-is-black-when-an-exclusively-checked-out-scene-is-saved))
    
*   Editor: Fixed renaming asset while scripts are re-compiling. ([1233782](https://issuetracker.unity3d.com/issues/newly-created-asset-slash-script-cannot-be-named-while-scripts-are-re-compiling))
    
*   Editor: Scripts will now be recompiled with updated scripting defines, after a restart when the input mode has been changed. ([1214248](https://issuetracker.unity3d.com/issues/enable-input-system-symbol-is-not-being-updated-when-the-input-system-is-changed-in-player-settings))
    
*   Editor: Use the higher resolution of an icon for floating dpi values ([1226384](https://issuetracker.unity3d.com/issues/console-log-icons-are-blurry-when-the-display-resolution-is-set-to-125-percent))
    
*   GI: Fixes a crash in the CPU lightmapper due to out of bounds access to the light grid. ([1118524](https://issuetracker.unity3d.com/issues/unity-crashing-when-baking-lights-and-generating-light-uv))
    
*   Graphics: Delayed acquiring the swapchain buffer when rendering with Vulkan (1247359)
    
*   Graphics: Do not perform rendering during OnValidate/CheckConsistency. This will invariably fail. ([1218663](https://issuetracker.unity3d.com/issues/crash-on-skybox-setupsun-when-calling-camera-dot-render-in-onvalidate))
    
*   Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10 ([1217364](https://issuetracker.unity3d.com/issues/readpixels-errors-appear-when-modifying-a-directional-light-with-a-realtime-reflection-probe))
    
*   Graphics: Filters out VFXRenderer from inspector ([1206884](https://issuetracker.unity3d.com/issues/vfx-graph-nullreferenceexceptions-are-thrown-on-removing-vfx-render-component-from-visual-effect-graphs-prefab-asset))
    
*   Graphics: fix image layout complaint from vulkan validation layer by making sure we dont have multiple barriers for the same image (1223210)
    
*   Graphics: fix ShaderInputNotProduced vulkan validation layer complaint by adding colorwrite properly for the shadow pass (1223211)
    
*   Graphics: Fix slow down in Mesh API for some projects. ([1233944](https://issuetracker.unity3d.com/issues/mesh-api-calls-causes-slowdown-in-play-mode))
    
*   Graphics: Fix validation error when using SRGB format for UAV (1221278)
    
*   Graphics: Fixed a crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. (1115627)
    
*   Graphics: Fixed an issue with warnings inside SpeedTreeWind.cginc regarding pow() not working for negative numbers ([1243948](https://issuetracker.unity3d.com/issues/speedtree-shaders-give-warnings-about-pow-f-e-after-being-compiled))
    
*   Graphics: Fixed crash in shader prewarming when using scriptable render pipeline ([1230177](https://issuetracker.unity3d.com/issues/crash-on-getrenderpipelinescript-when-opening-a-specific-project))
    
*   Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails. ([1224501](https://issuetracker.unity3d.com/issues/memory-leak-in-line-renderer-when-build-is-running-in-batchmode))
    
*   Graphics: Implement frame pacing for Stadia (1232776)
    
*   Graphics: Incorrect colors due to copying from BGRA to RGBA format
    
*   Graphics: MegaCity 2019.3 port crashes the editor when a subscene is streamed in and starts rendering
    
*   Graphics: Mesh.RecalculateTangents no longer trims UVs to Vector2, if incoming mesh had Vector3 or Vector4 UVs. ([1243747](https://issuetracker.unity3d.com/issues/uvs-are-cleared-when-mesh-dot-recalculatetangents-function-is-called))
    
*   Graphics: Suppress HW-tier variants for SRPs. Disable tier-settings when an SRP is in use. ([1211204](https://issuetracker.unity3d.com/issues/lwrp-shader-quality-variants-cant-be-changed-for-different-tiers))
    
*   Graphics: Vulkan: Increased internal limitation of 64 descriptors per set to 128, fixes compatibility with some complex shaders ([1225246](https://issuetracker.unity3d.com/issues/vulkan-crash-when-camera-sees-a-shader-with-more-than-64-descriptors))
    
*   Graphics: When there is no renderpipeline tag specified in a shader match all pipelines, this was an oversight from a 19.3 refactoring and is now fixed. ([1204237](https://issuetracker.unity3d.com/issues/custom-shader-does-not-render-when-its-subshader-has-a-tag-renderpipeline))
    
*   IMGUI: Fixed the cursor position when Home End keys are pressed. ([1182094](https://issuetracker.unity3d.com/issues/text-cursor-jumps-between-lines-on-text-areas-when-using-home-and-end-keys-on-display-scale-150-percent))
    
*   Input: Errors are Constantly thrown when Active Input Handling is set to Input System Package in HDRP and URP templates ([1176974](https://issuetracker.unity3d.com/issues/urp-errors-are-constantly-thrown-when-active-input-handling-is-set-to-input-system-package))
    
*   iOS: check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used ([1242276](https://issuetracker.unity3d.com/issues/ios-application-dot-requestadvertisingidentifierasync-returns-empty-id))
    
*   iOS: fixed an occasional crash on exit (1238768)
    
*   iOS: fixed ReplayKit.APIAvailable returning false on the first call ([1233569](https://issuetracker.unity3d.com/issues/ios-replaykit-dot-apiavailable-returns-false-on-the-first-call-on-ios-13-devices))
    
*   iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation (1232967)
    
*   Linux: Fix for "OnApplicationFocus" not being received on toggling between game view and any other window in the Editor. ([1119030](https://issuetracker.unity3d.com/issues/linux-onapplicationfocus-does-not-respond-in-the-editor))
    
*   macOS: Fixed issue where repeatedly spamming the eyedropper button could hang the Editor. ([1239843](https://issuetracker.unity3d.com/issues/color-picker-editor-freezes-when-eye-dropper-tool-is-selected-multiple-times-from-color-picker-window))
    
*   macOS: Fixed unreadable text in macOS installer in dark mode ([1210046](https://issuetracker.unity3d.com/issues/installer-macos-fonts-are-white-in-dark-mode))
    
*   macOS: Fixes crash 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: Improves the module installation button in Build 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))
    
*   Particles: Fix applying a preset in the MinMaxCurve pop-out editor window. ([1237306](https://issuetracker.unity3d.com/issues/shuirken-nullreferenceexception-thrown-on-applying-curve-presets-in-the-curve-editor-window-to-curve-property-of-the-object))
    
*   Particles: Fix crash/visual corruption when using GPU Instanced mesh particles. ([1230566](https://issuetracker.unity3d.com/issues/opengl-crash-on-buffermanagergles-acquirebuffer-when-in-play-mode))
    
*   Particles: Fix memory overwrite/corruption when using shadow casting particle lights ([1051422](https://issuetracker.unity3d.com/issues/lw-srp-console-spams-converting-invalid-minmaxaabb-errors-when-a-particle-system-with-lights-is-inspected))
    
*   Physics: Fix a memory leak producing 2D physics collision callbacks when the multithreaded solver option is active. ([1237323](https://issuetracker.unity3d.com/issues/memory-leak-when-use-multithreading-is-enable-for-physics-2d))
    
*   Prefabs: Fix crash on InstantiatePrefabDrag when dragging a Prefab to a Scene (that deletes its PrefabInstance handle in OnEnable) ([1229166](https://issuetracker.unity3d.com/issues/crash-on-instantiateprefabdrag-when-dragging-a-specific-prefab-to-a-scene))
    
*   Prefabs: Fix Dragging a UI Prefab to the Scene view incorrectly shows it in the Hierarchy and an ArgumentOutOfRangeException is thrown. ([1223793](https://issuetracker.unity3d.com/issues/prefabs-containing-certain-ui-objects-are-instantiated-as-soon-as-they-are-dragged-to-scene-view))
    
*   Prefabs: Fix that Editor logs errors when adding/removing a Component while Prefab is selected in a locked Inspector. ([1231637](https://issuetracker.unity3d.com/issues/editor-throws-errors-when-adding-new-component-while-prefab-is-selected-and-inspector-is-locked))
    
*   Prefabs: References could be lost if a prefab was edited and saved after a player build. ([1238280](https://issuetracker.unity3d.com/issues/prefab-variant-transform-fileid-changes))
    
*   Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated. ([1199466](https://issuetracker.unity3d.com/issues/prefab-reference-to-an-inner-object-is-lost-when-above-the-reference-field-value-a-serialized-class-array-is-initialized))
    
*   Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference ([1233462](https://issuetracker.unity3d.com/issues/assigning-variant-prefab-asset-to-the-script-reference-throws-error-or-crashes-editor))
    
*   Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data
    
*   Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data ([1244421](https://issuetracker.unity3d.com/issues/linux-editor-freezes-when-capturing-a-player-snapshot-through-memory-profiler))
    
*   Profiler: Fixed chart highlight when selecting a simplified scripting sample in the CPU Profiler Timeline. ([1246653](https://issuetracker.unity3d.com/issues/selecting-a-scripting-sample-in-the-cpu-profiler-timeline-doesnt-highlight-it-in-the-chart-when-the-name-is-simplified))
    
*   Profiler: Fixed issue where "Unrecognized block header in profiler data" would occur when building and running multiple times with autoconnect profiler enabled would occur. ([1217256](https://issuetracker.unity3d.com/issues/unrecognized-block-header-in-profiler-data-file-stopping-deserialization-error-after-deploying-on-android-while-profiling))
    
*   Profiler: Fixed Timeline view Selection tool-tip being offset when expanding threads so that the thread with the selection goes out of view. ([1242260](https://issuetracker.unity3d.com/issues/profiler-timeline-view-selection-window-has-incorrect-position-when-expanding-other-threads))
    
*   Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage. ([1206732](https://issuetracker.unity3d.com/issues/application-dot-systemlanguage-does-not-return-full-language-name-when-it-has-dialects))
    
*   Scripting Upgrade: avoids checking VCS if only files outside /assets folder needs updating. (1217542)
    
*   Serialization: Disable unstable test for case 1247566
    
*   Serialization: Return a sound static element type name, when a SerializedProperty pointing to a managed reference array (not an actual array item) ([1225769](https://issuetracker.unity3d.com/issues/serializedproperty-dot-arrayelementtype-on-non-empty-array-of-managed-references-causes-cannot-get-managed-reference-object-error))
    
*   Serialization: SerializedProperty named guid will now be handled correctly when serialized to and from yaml. ([1222969](https://issuetracker.unity3d.com/issues/parse-error-is-thrown-when-serialized-asset-with-properties-named-guid-is-imported))
    
*   Shaders: Local keyword no longer removed when loaded from player asset bundle. ([1232272](https://issuetracker.unity3d.com/issues/particle-system-materials-do-not-have-transparency-applied-when-loaded-from-an-asset-bundle))
    
*   UI: Fix Canvas size when Game window exists but is hidden since the Editor start ([1225919](https://issuetracker.unity3d.com/issues/canvas-and-panel-size-is-incorrect-when-a-project-is-opened))
    
*   UI Elements: Fixed issue with click events passing through the inspector preview if it's drawn over other inspector components. ([1233159](https://issuetracker.unity3d.com/issues/texture-preview-can-be-clicked-through))
    
*   UI Elements: Optimize StyleVariablesContext hash computation
    
*   UI Elements: Slider drop shadow would not properly follow indicator ([1206341](https://issuetracker.unity3d.com/issues/2d-skinning-editor-highlighter-of-the-slider-handle-is-not-getting-refreshed))
    
*   Video: Changed texSubImage to texImage, in order to solve some browser specific rendering issues in WebGL Videos ([1188316](https://issuetracker.unity3d.com/issues/webgl-videoplayer-is-not-rendered-in-webgl-builds-when-the-video-is-loaded-via-url))
    
*   WebGL: The rounding function we were using to support HDPI scaling is incorrect for negative numbers. ([1231678](https://issuetracker.unity3d.com/issues/webgl-input-dot-getaxis-mouse-x-and-input-dot-getaxis-mouse-y-return-inconsistent-values-between-positive-and-negative-axes))
    
*   XR: Fix for excess memory compares in stereo and built-in matrix buffer updates during draw calls on Quest. ([1243086](https://issuetracker.unity3d.com/issues/xr-vulkan-stereo-constant-buffer-updates-cause-excess-memory-compares-during-draw-calls))
    
*   XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity. ([1197049](https://issuetracker.unity3d.com/issues/arcore-android-application-crashes-when-exiting-the-app))
    
*   XR: Fixes a lock/hang on splash screen on Oculus Quest when using IL2CPP and the Strip Engine Code option. ([1227107](https://issuetracker.unity3d.com/issues/xr-xrsdk-oculus-quest-il2cpp-black-screen-appears-on-launch-in-apps-with-splash-screen-disabled))
    
*   XR: fixes automatic upgrading for URP and HDRP projects
    
*   XR: Implement full render pass/render param support for XR SDK providers. (1222873)
    
*   XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions ([1207680](https://issuetracker.unity3d.com/issues/linux-libaudiopluginresonanceaudio-dot-so-has-code-which-uses-sse-4-dot-1-instructions-causing-unity-to-crash-on-certain-cpus))
    
*   XR: XR: Fixed HDRP mirror view modes not working. ([1238533](https://issuetracker.unity3d.com/issues/hdrp-xr-vfx-graph-game-window-view-modes-other-than-left-eye-cannot-be-selected))
    

#### API Changes

*   2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites.

#### Changes

*   2D: Added _Auto-Slicing_ and _Keep Empty Rects_ options when selecting _Grid Slicing_ in the Sprite Editor.
    
*   XR: Updated Oculus XR Plugin package to 1.3.4.
    

#### Improvements

*   Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices.
    
*   Editor: Added a Warning HelpBox in Preferences under Enable Code Coverage to notify users about lower performance when Code Coverage is enabled (1241660)
    

#### 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