### Known Issues in 2019.3.4f1

*   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))
    
*   Animation: "Go to previous Keyframe" button/shortcut does not work in the Animation Window ([1220385](https://issuetracker.unity3d.com/issues/go-to-previous-keyframe-button-slash-shortcut-does-not-work-in-the-animation-window))
    
*   Animation: Crash on PreOrderPlayableTraverser::Traverse when entering Play mode in a scene where every GameObject calls OnValidate method ([1220788](https://issuetracker.unity3d.com/issues/crash-on-preorderplayabletraverser-traverse-when-entering-play-mode-in-a-scene-where-every-gameobject-calls-onvalidate-method))
    
*   Asset Import Pipeline: Editor 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))
    
*   Audio: Editor freezes or crashes when interacting with Native Audio Plugin SDK's Audio Mixers ([1217898](https://issuetracker.unity3d.com/issues/editor-freezes-or-crashes-when-interacting-with-native-audio-plugin-sdks-audio-mixers))
    
*   Global Illumination: Crash in PVRTransmissionTextureData::PVRTransmissionTextureData when exiting Play Mode after loading another Scene ([1221209](https://issuetracker.unity3d.com/issues/crash-in-pvrtransmissiontexturedata-pvrtransmissiontexturedata-when-exiting-play-mode-after-loading-another-scene))
    
*   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))
    
*   Graphics - General: Editor crashes on ComputeShader::GatherProperties when enabling Frame Debugger ([1221374](https://issuetracker.unity3d.com/issues/editor-crashes-on-computeshader-gatherproperties-when-enabling-frame-debugger))
    
*   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: \[2020.1\] "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))
    
*   Inspector Framework: Canvas and Light's Render Mode's drop down values are the same when inspecting one of the Components ([1215130](https://issuetracker.unity3d.com/issues/canvas-and-lights-render-modes-drop-down-values-are-the-same-when-inspecting-one-of-the-components))
    
*   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))
    
*   MacOS: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   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: Editor crashes when loading profiler file with memcpy stacktrace ([1131782](https://issuetracker.unity3d.com/issues/editor-crashes-when-loading-profiler-file-with-memcpy-stacktrace))
    
*   Profiling: PVRContextManager Thread has no data and occupies important area in Profiler Timeline View ([1223636](https://issuetracker.unity3d.com/issues/pvrcontextmanager-thread-has-no-data-and-occupies-important-area-in-profiler-timeline-view))
    
*   Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed ([1189089](https://issuetracker.unity3d.com/issues/parent-and-child-nested-scriptable-object-assets-switch-places-when-parent-scriptable-object-asset-is-renamed))
    
*   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))
    
*   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: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer ([1216216](https://issuetracker.unity3d.com/issues/crash-on-createdirect3d11surfacefromdxgisurface-when-calling-drawrenderer-with-a-trail-renderer))
    
*   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))
    
*   Shuriken: Particle System that has a Stop Action gets cleared after being paused for a while ([1213288](https://issuetracker.unity3d.com/issues/particle-system-that-has-a-stop-action-gets-cleared-after-being-paused-for-a-while))
    
*   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))
    

### 2019.3.4f1 Release Notes

#### Fixes

*   2D: Fixed Unity crashes when selecting SpriteRenderer with tiling enabled in SceneView. ([1211482](https://issuetracker.unity3d.com/issues/crash-on-memory-allocation-when-double-clicking-a-sprite-which-size-is-reassigned-in-ondrawgizmos))
    
*   Android: Added maxAspectRatio to manifest only when targetting API 26 or higher. (1215022)
    
*   Apple TV: Fixed an issue where "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))
    
*   Asset Import: Fixed issue with uninitialized color variable in SketchupImporter. (1212242)
    
*   Asset Import: Fixed typos in error messages of MaterialDescriptionPostProcessors. (1212240)
    
*   Asset Import: Fixed wrong UV settings in Materials imported from .dae fileswith MaterialImportMode = ImportViaMaterialDescription. (1212248)
    
*   Asset Import: 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))
    
*   Editor: Fixed missing MonoBleedingEdge/etc directory in Zip Installer. ([1221452](https://issuetracker.unity3d.com/issues/missing-monobleedingedge-slash-etc-directory-in-zipinstaller-raises-null-reference-instead-of-error-message))
    
*   GI: Fixed an issue with incorrect culling of spot lights against the light grid when using the CPU lightmapper. ([1221741](https://issuetracker.unity3d.com/issues/cpu-plm-baked-spotlights-get-their-attenuation-culled-if-the-spot-angle-exceeds-89-degrees))
    
*   Graphics: Fixed draw setup failure not properly detected during batched rendering. ([1218754](https://issuetracker.unity3d.com/issues/hdrp-metal-crash-on-gfxdevicemetalbase-commondrawsetup-when-selecting-shader))
    
*   Graphics: Fixed possibility to abort restart of editor after changing graphics API, which could put editor in a bad state. ([1206110](https://issuetracker.unity3d.com/issues/hdrp-dx12-kernel-ksamplecopy4-1-x-8-not-found-exceptions-thrown-continuously-on-removing-dx12-graphics-apis-from-the-list))
    
*   Graphics: Fixed Vertex and Fragment shader interfaces mismatch on some platforms.
    
*   IL2CPP: Allowed the GetAllNetworkInterfaces method to work on UWP. ([1198610](https://issuetracker.unity3d.com/issues/uwp-system-dot-net-dot-networkinformation-dot-networkinterface-dot-getallnetworkinterfaces-returns-zero-sized-array))
    
*   IL2CPP: Corrected secure string allocation on Windows platforms. (1183660)
    
*   IL2CPP: Corrected the build for unsafe code using the cpobj and cpblk IL instructions with IntPtr arguments. ([1204247](https://issuetracker.unity3d.com/issues/il2cpp-generated-code-fails-to-compile-when-building-a-project-that-uses-assimpnet-dll))
    
*   iOS: No longer include code using AdSupport unless user explicitly uses api that needs it. (1219457)
    
*   macOS: Fixed for popup windows larger than the max texture size causing the metal crash. ([1219036](https://issuetracker.unity3d.com/issues/macos-clicking-the-overrides-button-for-prefabs-crashes-the-editor-when-prefab-contains-a-large-list-of-overrides))
    
*   Package Manager: Fixed an issue where files or directories ending with `.core` were ignored when making a package tarball through the `/services/packages/pack` route.
    
*   Package Manager: Fixed an issue where some registries were mistakenly not considered valid registries.
    
*   Package Manager: Fixed an issue where Unity could not connect to the UnityPackageManager process due to misconfigured proxy settings. ([1213556](https://issuetracker.unity3d.com/issues/as-a-user-i-want-unity-to-be-able-to-connect-to-upm-without-having-to-customize-unity-noproxy))
    
*   Package Manager: Fixed an issue where `Unauthorized` errors from `npm` registries were treated as generic errors.
    
*   Package Manager: Fixed Linux binary not running on **CentOS** distribution.
    
*   Package Manager: Fixed scoped registry packages not listed when the registry backend did not provide the _content-type_ header in the response. ([1217800](https://issuetracker.unity3d.com/issues/2019-dot-3-package-manager-does-not-list-packages-from-scoped-registries))
    
*   Package Manager: Improved the error message when a search for a package name results in no compatible version found by reporting the package name as well.
    
*   Package Manager: Resolved errors in Adaptive Performance Samsung Android package when using .net 3.5. ([1212092](https://issuetracker.unity3d.com/issues/error-in-the-adaptive-performance-samsung-package))
    
*   Package Manager: Resolved warnings in Adaptive Performance Package when using .net 3.5. ([1212094](https://issuetracker.unity3d.com/issues/adaptive-performance-package-warning-with-net-3-dot-5-profile))
    
*   Package Manager: Shortened the name of folders storing Git packages in the project cache in order to reduce the likelihood of reaching the maximum path limit on `Windows`.
    
*   Prefabs: Editor functionality completely broken, due to prefab containing broken overrides.  
    This PR removes the broken overrides, to bring editor into a useful state. ([1208775](https://issuetracker.unity3d.com/issues/prefab-variants-scripts-are-missing-fields-when-upgrading-to-unity-2019-dot-3-0a12-and-above))
    
*   Prefabs: Fixed AssetDatabase.SaveAssets and AssetDatabase.ImportAsset would breaking references to the imported/modified prefab. ([1217774](https://issuetracker.unity3d.com/issues/assets-reference-in-scriptable-object-is-lost-when-the-asset-is-reimported))
    
*   Scripting: SerializedProperty::HasVisibleChildren now returns false in the case of a SerializedReference if the property is hidden in inspector. This is now consistent with SerializedProperty::NextVisible. ([1205366](https://issuetracker.unity3d.com/issues/nextvisible-true-fails-when-using-serializereference-and-hideininspector-attributes))
    
*   Scripting Upgrade: Fixed ApiUpdater not removing _using statements_ in some scenarios.
    
*   Scripting Upgrade: Fixed ApiUpdater not respecting InternalsVisibleToAttribute.
    
*   Terrain: Fixed crash that occurs with async updates to Tree count. ([1212021](https://issuetracker.unity3d.com/issues/editor-crashes-on-treerenderer-treeupdated-when-entering-play-mode))
    
*   Video: Last frames of video are repeated when played using Video Player Component. ([1209623](https://issuetracker.unity3d.com/issues/last-frames-of-video-are-repeated-when-played-using-video-player-component))
    
*   Windows: Fixed primary display leaving fullscreen when 2nd display activated. ([1207918](https://issuetracker.unity3d.com/issues/original-window-doesnt-enter-fullscreen-mode-when-launching-with-second-display-activated))
    
*   XR: Fixed mirror view UI is missing for 19.3 XRSDK. (1221666)
    
*   XR: Fixed Visual Effect Graph not rendering with instanced terrain and XR single-pass instancing. ([1203623](https://issuetracker.unity3d.com/issues/xr-vfx-particles-not-rendered-with-draw-instanced-terrain-in-scene-when-single-pass-instanced-rendering-mode-is-used))
    
*   XR: Recentered the Headset when Oculus' Reset View is called from the OS. (1159322)
    
*   XR: Support conditionally rendering stereo frames on XR Display using the shim layer.
    

#### API Changes

*   Graphics: Added: Added the option to limit the amount of visible lights when doing culling with Scriptable Render Pipeline.
    
*   Package Manager: Removed: Removed support for the deprecated `exclude` project dependency keyword.
    

#### Changes

*   Package Manager: An error is now reported when there are multiple embedded packages with the same `name`.
    
*   Package Manager: Changed path and file format of global configuration file. The configuration file format is now \[TOML\](https://github.com/toml-lang/toml). The old global configuration file path is deprecated. New global configuration should be set in this new file.
    

#### Improvements

*   Android: Update Android Logcat package version to 1.1.0
    
*   Asset Import: Added AssetDatabase.DisallowAutoRefresh and AssetDatabase.AllowAutoRefresh to the C# API. (1173031)
    
*   HLSLcc: Added an option that attempts to preserve varying locations
    
*   Package Manager: Update verified packages to 1.1.0:  
    com.unity.adaptiveperformance  
    com.unity.adaptiveperformance.samsung.android
    
*   Allow BuildPipeline to use a sysroot when building IL2CPP players for linux.
    

#### Features

*   Linux: Added support for building linux players using a sysroot package
    
*   Package Manager: Added support for Git package to be located in a repository sub-folder.
    
*   Package Manager: Added support for scoped registries authentication.
    
*   Package Manager: Introduced two new environment variables to override user and global configuration files path. `UPM_GLOBAL_CONFIG_FILE` overrides the default path of the **global** configuration file. `UPM_USER_CONFIG_FILE` overrides the default path of the **user** configuration file.
    

#### 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