### Known Issues in 2019.3.2f1

*   2D: Crash on memory allocation when double-clicking a Sprite which size is reassigned in OnDrawGizmos ([1211482](https://issuetracker.unity3d.com/issues/crash-on-memory-allocation-when-double-clicking-a-sprite-which-size-is-reassigned-in-ondrawgizmos))
    
*   2D: Editor crashes on SpriteAtlas::CalculateCurrentPackingHash when entering Play mode and Sprite Packer is set to Always Enabled ([1217082](https://issuetracker.unity3d.com/issues/editor-crashes-on-spriteatlas-calculatecurrentpackinghash-when-entering-play-mode-and-sprite-packer-is-set-to-always-enabled))
    
*   2D: Editor crashes when selecting/clicking on 'Pack Preview' in a Sprite Atlas which contains .SVG asset ([1216877](https://issuetracker.unity3d.com/issues/editor-crashes-when-selecting-slash-clicking-on-pack-preview-in-a-sprite-atlas-which-contains-svg-asset))
    
*   Ads: Verified and default Ads package for 2019.3 should be 3.3.x instead of 2.0.8 ([1206332](https://issuetracker.unity3d.com/issues/ads-older-ads-package-is-available-in-package-manager))
    
*   Asset Import Pipeline: Calling AssetDatabase.ImportAsset() on a prefab, while having a reference to the prefab objects, breaks the references ([1217774](https://issuetracker.unity3d.com/issues/assets-reference-in-scriptable-object-is-lost-when-the-asset-is-reimported))
    
*   Asset Importers: NullReferenceException is thrown when inspecting a .FBX file with multiple clips and opening Animation tab ([1215431](https://issuetracker.unity3d.com/issues/nullreferenceexception-is-thrown-when-inspecting-a-fbx-file-with-multiple-clips-and-opening-animation-tab))
    
*   Bugreporter: \[macOS\] 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: \[CPU PLM\] Out of memory errors after launching bake on an upgraded project on OSX ([1131009](https://issuetracker.unity3d.com/issues/cpu-plm-out-of-memory-errors-after-launching-bake-on-an-upgraded-project-on-osx))
    
*   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))
    
*   Graphics - General: \[SRP only\] Clearing playerprefs causes assets to reimport on playmode ([1192259](https://issuetracker.unity3d.com/issues/lwrp-clearing-playerprefs-through-a-script-or-editor-causes-delay-and-console-errors-to-appear-when-entering-the-play-mode))
    
*   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))
    
*   IMGUI: "Render Mode" dropdown displaying items from a different component's, that was selected first, "Render Mode" dropdown ([1217278](https://issuetracker.unity3d.com/issues/render-mode-dropdown-displaying-items-from-other-componenets-render-mode-dropdown))
    
*   MacOS: \[Mac\] \[Metal\] \[Editor\] Switching focus to other apps and editor corrupts the text in the editor ([1156105](https://issuetracker.unity3d.com/issues/mac-editor-switching-focus-to-other-apps-and-editor-distorts-the-text-in-the-editor))
    
*   Mobile: \[Android\] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB ([1153358](https://issuetracker.unity3d.com/issues/android-loading-assets-from-assetbundles-takes-significantly-more-time-when-the-project-is-built-as-an-aab))
    
*   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: Loading raw profiler data causes editor crash on pthread\_kill + 10 ([1213975](https://issuetracker.unity3d.com/issues/loading-raw-profiler-data-causes-editor-crash-on-pthread-kill-plus-10))
    
*   Scene Management: Prefab variant's Button component's OnClick() events are missing parameters when upgrading to Unity 2019.3.0a12 and above ([1208775](https://issuetracker.unity3d.com/issues/prefab-variants-scripts-are-missing-fields-when-upgrading-to-unity-2019-dot-3-0a12-and-above))
    
*   Shaders: Change in included hlsl file does not always trigger recompilation ([1215034](https://issuetracker.unity3d.com/issues/shaders-change-in-included-hlsl-file-does-not-always-trigger-recompilation))
    
*   Shuriken: Editor crashes when Particle System is emitting shadow casting lights ([1217809](https://issuetracker.unity3d.com/issues/editor-crashes-when-particle-system-is-emitting-shadow-casting-lights))
    
*   Universal RP: \[URP\] "Render Object" asset does not create in project window when added in "Render Features" field in the Inspector ([1214779](https://issuetracker.unity3d.com/issues/urp-render-object-asset-does-not-create-in-project-window-when-added-in-render-features-field-in-the-inspector))
    
*   Windows: UnityWebRequest fails to verify certificate when "Let's Encrypt Authority X1" certificate is present in system trust store ([1215665](https://issuetracker.unity3d.com/issues/unitywebrequest-fails-to-verify-certificate-when-lets-encrypt-authority-x1-certificate-is-present-in-system-trust-store))
    
*   tvOS: "Menu" button on Siri Remote returns "Joystick1Button19" instead of "Joystick1Button0" ([1214948](https://issuetracker.unity3d.com/issues/tvos-menu-button-on-siri-remote-returns-joystick1button19-instead-of-joystick1button0))
    

### 2019.3.2f1 Release Notes

#### System Requirements Changes

##### For running Unity games

*   Android:
    
    *   Minimum version incremented to 4.4 (from 4.1).
    *   Removed Atom CPU recommendation.
*   iOS: minimum version incremented to 10.0 (from 9.0).
    

#### Fixes

*   Android: Make UnityWebRequest use system proxy. ([1199886](https://issuetracker.unity3d.com/issues/android-unitywebrequest-doesnt-work-behind-a-proxy))
    
*   Asset Pipeline: Fixed problem where projects could be loaded with a pending script compilation and domain reload. (1210129)
    
*   Editor: Fix crash when multiselecting objects that host scripts that contain classes with \[SerializeReference\] (1211265)
    
*   Editor: Fixed profiler's record toggle cannot be stopped with designated shortcut when in editor mode. ([1206281](https://issuetracker.unity3d.com/issues/profilers-recordtoggle-cannot-be-stopped-with-designated-shortcut-when-in-editor-mode))
    
*   Editor: Fixed the Unity crash for enum popup. ([1209597](https://issuetracker.unity3d.com/issues/editor-crashes-silently-when-assertion-is-not-met-after-calling-editorguilayout-dot-enumpopup))
    
*   GI: Artifacts on edge of area light when using AA with Progressive Lightmapper ([1213455](https://issuetracker.unity3d.com/issues/plm-directionality-artifacts-after-baking-gi-with-area-light-with-certain-rotation-angles-and-aa-enabled))
    
*   GI: Auto generate turned off on 3D template (1211922)
    
*   GI: Fix crash when trying to rasterize a 0 area triangle at the border of the lightmap UVs. ([1106048](https://issuetracker.unity3d.com/issues/crash-on-ntdll-rtluserthreadstart-when-generating-lightning))
    
*   GI: Fixed baked lightmaps not shown in the "Baked Lightmap" scene view visualisation mode. ([1087333](https://issuetracker.unity3d.com/issues/ui-lightmap-preview-is-not-rendered-after-upgrading-the-project-with-the-old-lighting-data))
    
*   Graphics: Fix CrossFade bad CPU performance in SRP ( URP or HDRP ) (1214825)
    
*   Graphics: Fix DX12 freeze when synchronously waiting for an async readback request completion ([1216890](https://issuetracker.unity3d.com/issues/hdrp-dx12-editor-crashes-when-switched-to-dx12))
    
*   Graphics: Fixed a crash inside the editor when trying to accessing vertex data of a mesh imported by an assetbundle ([1177174](https://issuetracker.unity3d.com/issues/crash-on-copychanneldirect-when-trying-to-save-a-model))
    
*   Graphics: Fixed Graphics.activeColorGamut to return HDR10 or Rec709 enums if HDR Display is currently active on DX11, DX12 or Vulkan
    
*   Graphics: Fixed potential deadlock in graphics jobs when loading shaders.
    
*   Graphics: Vulkan: Fixed a player build using Gamma colorspace to do linear conversion first, if HDR Display mode is enabled/forced on by the platform (1214930)
    
*   iOS: Fixed a rare crash when running graphics jobs with tesselated objects
    
*   macOS: Better blit/copy encoder utilization
    
*   macOS: Fix "Asset Preview" generation not triggering GarbageCollection of versioned resources ([1214197](https://issuetracker.unity3d.com/issues/metal-editor-memory-grows-continuously-until-editor-crashes-when-importing-100k-materials))
    
*   Scripting: Fix a deadlock issue between Burst and the AssetDatabase
    
*   Scripting: Project will no longer throw package errors if it is located on root of a drive ([1196161](https://issuetracker.unity3d.com/issues/having-a-project-in-the-root-directory-of-a-drive-causes-directorynotfoundexception-errors))
    
*   Shaders: Fixing camera replacement shader to work correctly with local keywords. ([1195767](https://issuetracker.unity3d.com/issues/requesting-non-existent-keyword-at-index-exception-is-thrown-after-shader-change))
    
*   Terrain: Fixed wrong result of TerrainData.GetHoles() method when holes data is empty.
    
*   UI Elements: Rich text tags were interpreted by the textfield and it affected its layout. ([1178247](https://issuetracker.unity3d.com/issues/uielements-textfield-size-is-changed-when-using-rich-text-tags))
    
*   XR: fix for image corruption when renderViewportScale is changed with HDR off. ([1130382](https://issuetracker.unity3d.com/issues/view-breaks-when-eyetextureresolutionscale-slash-renderviewportscale-are-changed-and-hdr-is-off))
    
*   XR: Fix NULL Deref exception due to WorldAnchorStore reload when using Windows Mixed Reality. ([1165639](https://issuetracker.unity3d.com/issues/hololens-worldanchorstore-throws-an-argumentnullexception-when-calling-save-method))
    
*   XR: Fix to remove additional XR render pass functionality for built-in renderer. (1204611)
    
*   XR: Fixed crash when exiting Play Mode in XR related to particle system with mesh instances. ([1163721](https://issuetracker.unity3d.com/issues/vr-editor-crashes-when-exiting-the-play-mode-if-vr-support-is-enabled-and-a-particle-system-is-emitting-mesh-instances))
    
*   XR: Fixed stereo rendering on Gear VR and Oculus Go. ([1209695](https://issuetracker.unity3d.com/issues/stereoscopic-rendering-broken-on-2019-dot-2-14-plus-on-oculus-go))
    
*   XR: Fixed VR vsync issue in fullscreen mode with d3d11 standalone player. ([1158037](https://issuetracker.unity3d.com/issues/vr-unity-player-targets-45fps-when-using-oculusvr))
    

#### API Changes

*   Graphics: Added: VisualEffectAsset events listing
    
*   Graphics: Added: VisualEffectAsset exposed properties listing
    

#### Changes

*   2D: Sprite Editor Window's Skinning Module default shortcut key for "Animation/Create Vertex" changed from "Shift-D" to "Shift-J" due to key conflict
    
*   2D: Sprite Editor Window's Skinning Module default shortcut key for "Animation/Weight Brush" changed from "Shift-C" to "Shift-N" due to key conflict
    
*   2D: SpriteSkin's deformed Sprite's bounds are now calculated and bounds property is removed from SpriteSkin's inspector ([1208712](https://issuetracker.unity3d.com/issues/2d-2d-animation-sprite-bounds-do-not-update-for-sprite-parts-that-have-additional-root-bone-set))
    
*   Timeline: ControlPlayableAsset.searchHierarchy (a.k.a. Control Children) now defaults to false.
    

#### Improvements

*   2D: Improve CalculateHash by not loading unnecessary objects.
    
*   2D: Sprite Editor Window Skinning Module's Bone and Sprite Visibility state persists after Apply
    
*   2D: Support PSB Imported sprite for packing even if inside Folder.
    
*   HLSLcc: Remove redundant type casts when translating instruction LD
    
*   Kernel: Optimisation for Job system when main thread is waiting on jobs to complete.
    

#### 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