### Known Issues in 2019.3.5f1

*   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))
    
*   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: 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))
    
*   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: 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: 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))
    
*   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: 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: 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))
    
*   Profiling: Performance decrease in EditorOverhead using Deep Profile ([1051094](https://issuetracker.unity3d.com/issues/performance-decrease-in-editoroverhead-using-deep-profile))
    
*   Profiling: \[Ubuntu\]Unity hangs when Deep Profiling and Call Stacks are enabled. ([918779](https://issuetracker.unity3d.com/issues/ubuntu-unity-hangs-when-deep-profiling-and-call-stacks-are-enabled))
    
*   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: Off Camera ParticleSystem crashes Editor when particles are disabled with Culling set to Pause ([1221265](https://issuetracker.unity3d.com/issues/off-camera-particlesystem-crashes-editor-when-particles-are-disabled-with-culling-set-to-pause))
    
*   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))
    
*   Timeline: Crash on ScriptingGetComponentsOfTypeFromGameObjectFastPath when overriding prefab with Playable Director ([1224184](https://issuetracker.unity3d.com/issues/crash-on-scriptinggetcomponentsoftypefromgameobjectfastpath-when-overriding-prefab-with-playable-director))
    
*   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))
    
*   Version Control: Perforce Plugin causes ArgumentOutOfRangeException in batchmode ([1215683](https://issuetracker.unity3d.com/issues/2019-dot-3-perforce-plugin-causes-argumentoutofrangeexception-in-batchmode))
    
*   Visual Effects: \[UIR\] Lots of small visual regressions within the VFX Graph UI. ([1222517](https://issuetracker.unity3d.com/issues/ui-lots-of-small-visual-regressions-within-the-vfx-graph-ui))
    
*   Windows: Crash or freeze with artifacting on layout resize when changing the layout affecting Scene View and Game View simultaneously ([1220837](https://issuetracker.unity3d.com/issues/crash-or-freeze-with-artifacting-on-layout-resize-when-changing-the-layout-affecting-scene-view-and-game-view-simultaneously))
    

### 2019.3.5f1 Release Notes

#### Fixes

*   2D: Fix crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version. ([1210386](https://issuetracker.unity3d.com/issues/tilemap-crash-when-upgrading-project-to-newer-version-of-urp))
    
*   2D: Fixed crash in TilemapRenderer with URP while shaders are compiling again after an update in URP version with multiple SceneView/GameView windows in the Editor Layout. ([1201806](https://issuetracker.unity3d.com/issues/lwrp-graphical-shader-glitches-appear-in-the-scene-view-when-there-are-tilemaps-present))
    
*   Animation: Fixed RMB contextual menu not showing up for animation transitions (1154986)
    
*   Asset Import: Fix opening a scene from a package (1214338)
    
*   Asset Pipeline: Fix crash on Windows when opening a project created in Ubuntu (1215283)
    
*   Asset Pipeline: Fix for subscene importer that didn't always load updated version of an asset. Objects loaded during import in import worker process, are now being unloaded. ([1211672](https://issuetracker.unity3d.com/issues/changing-a-prefab-in-a-subscene-does-not-trigger-a-reimport-of-the-subscene))
    
*   Asset Pipeline: Optimised copying an asset, so that a refresh of the asset database is not triggered. ([1179856](https://issuetracker.unity3d.com/issues/assetdatabase-dot-refresh-performance-regression-in-big-projects-takes-significantly-more-time))
    
*   Asset Pipeline: Perform garbarge collection during asset importing. ([1203433](https://issuetracker.unity3d.com/issues/regression-adb-v1-v2-memory-usage-on-import-is-huge-35gb))
    
*   Audio: Fix scheduled play of AudioSource after the same AudioSource has been paused and stopped ([1217073](https://issuetracker.unity3d.com/issues/audiosource-dot-playschedule-is-not-playing-after-specified-time-when-audiosource-is-stopped-during-audiolistener-dot-pause-equals-true))
    
*   Editor: Fix 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))
    
*   Editor: Fix editor crash when null is passed in Event.PopEvent ([1211027](https://issuetracker.unity3d.com/issues/crash-on-guieventmanager-popevent-when-event-triggers-and-event-dot-popevent-null-is-called))
    
*   Editor: fix for event drawer not finding the event types present on data members parent types. ([1211380](https://issuetracker.unity3d.com/issues/dynamic-functions-unavailable-when-private-generic-unityevent-fields-have-serializefield-attribute))
    
*   Editor: Fixed foldout icon for Contacts property under Rigidbody 2D component. ([1212223](https://issuetracker.unity3d.com/issues/imgui-dropdown-icon-for-contacts-properties-doesnt-work-under-rigidbody-2d-component-in-the-inspector))
    
*   Editor: Fixed the styling issue, where the control does not get filled with blue color when an entity is dragged onto it. ([1193288](https://issuetracker.unity3d.com/issues/gameobjects-value-field-does-not-get-colored-in-light-blue-in-the-inspector-window-when-an-object-is-dragged-onto-it))
    
*   Editor: Improved time taken to load assets with missing script references (1219070)
    
*   GI: Fixed format for shadowmask ([1144436](https://issuetracker.unity3d.com/issues/selected-texture-format-argb-16-bit-is-not-valid-error-is-shown-after-manually-baking-shadowmask))
    
*   GI: Settings didn't update in the UI if they were changed from a script. ([1214077](https://issuetracker.unity3d.com/issues/2019-dot-3-changing-lightning-settings-via-api-doesnt-update-them-in-the-lightning-window))
    
*   Graphics: Fix bilinear setup in Metal (1188295)
    
*   Graphics: Fixed a bug where compressing a texture using EditorUtility.CompressTexture() did not trigger an upload to the GPU of the changed texture data. ([1144824](https://issuetracker.unity3d.com/issues/silent-crash-after-dropping-a-prefab-into-a-scene))
    
*   Graphics: Fixed a crash in CreateExternalTexture when passing a native pointer to ID3D11ShaderResourceView\*. (1210600)
    
*   iOS: Fix Profiler support for iPhone XR/XS/XS Max and above. ([1133479](https://issuetracker.unity3d.com/issues/ios-built-player-fails-to-connect-to-profiler-when-using-iphone-xr-iphone-xs-or-iphone-xs-max))
    
*   iOS: Fix Unity Remote errors when using iPhone XR/XS/XS Max and above. ([1184243](https://issuetracker.unity3d.com/issues/ios13-getting-couldnt-create-device-api-for-device-in-the-console-when-connecting-ios13-device-with-unity-connect-on-windows))
    
*   iOS: Prevented the crash reporter crashing when you breakpoint an iOS crash. ([1168277](https://issuetracker.unity3d.com/issues/ios-crash-during-shutdown))
    
*   macOS: Fixed the issue that target window gets hidden when dragging files. ([1148665](https://issuetracker.unity3d.com/issues/macos-windows-that-are-unattached-are-hidden-behind-editor-when-the-editor-window-is-focused))
    
*   Package Manager: Fixed a crash on Windows when launching the Unity editor using a path that has a lowercase drive letter. (1210461)
    
*   Particles: Fix crash when loading asset bundles containing legacy particles in Unity 2018 or newer ([1223000](https://issuetracker.unity3d.com/issues/player-crashes-when-legacy-particle-systems-in-asset-bundle-2017-are-used))
    
*   Physics: Fix a runtime assertion being triggered for a very specific configuration of a Raycast against a CapsuleCollider2D . (1223784)
    
*   Prefabs: Fix applying prefab override from a scene where the MonoBehaviour lives in a namespace and has FormerlySerializeAs on the fields. ([1114464](https://issuetracker.unity3d.com/issues/string-doesnt-change-when-its-value-is-modified-in-the-yaml-scene-and-formerlyserializardasattribute-is-used))
    
*   Prefabs: Fix the position of prefab instances in the hierarchy, both in the scenes and prefabs with nesting. ([1213249](https://issuetracker.unity3d.com/issues/prefab-hierarchy-is-reordered-after-upgrading-a-project-to-a-newer-version-of-unity))
    
*   Prefabs: Fixed editor entering infinite loop on certain bad prefabs. The bad prefabs are now patched during load. ([1196082](https://issuetracker.unity3d.com/issues/editor-freeze-when-opening-a-prefab-with-incorrect-references-in-the-prefab-edit-mode))
    
*   Prefabs: Prevent crash when importing broken prefab asset ([1172305](https://issuetracker.unity3d.com/issues/crash-on-candestroyobject-when-opening-a-project-for-the-first-time))
    
*   Profiler: Fixed a crash that occurred when loading Profiler data captured in newer Unity versions. ([1124534](https://issuetracker.unity3d.com/issues/19-dot-1-profiler-capture-crashes-editor-if-loaded-in-18-dot-4))
    
*   Profiler: Fixed an issue whereby the Profiler window did not always refresh its content after loading a capture file. ([1213449](https://issuetracker.unity3d.com/issues/profiler-data-does-not-automatically-refresh-when-loaded-from-a-file))
    
*   Scripting: Attempting to set a SerializedProperty.manageReferenceValue with a UnityEngine.Object now throws an InvalidOperationException rather than crashing the editor. ([1218178](https://issuetracker.unity3d.com/issues/editor-freezes-slash-crashes-when-serializedproperty-dot-managedreferencevalue-is-assigned-a-class-derived-from-unityengine-dot-object))
    
*   Scripting: SerializeReference values can no longer be a specific specialization of a generic type(inflated type). This was done to avoid a crash when treating those. ([1218652](https://issuetracker.unity3d.com/issues/editor-freezes-when-trying-to-serialize-generic-type-with-serializereference))
    
*   Terrain: Fixed issue where an unsupported texture format was reported in headless mode. ([1190805](https://issuetracker.unity3d.com/issues/builds-that-contain-terrain-using-the-nature-slash-terrain-slash-standard-shader-produce-errors-when-run-in-headless-mode))
    
*   UI Elements: Fix case 1218762runtime package ScrollView is repainted differently when it has been hidden ([1215991](https://issuetracker.unity3d.com/issues/uielements-runtime-scrollview-is-repainted-differently-when-it-has-been-hidden))
    
*   UI Elements: Prevent crash when importing prefabs with broken Canvas ([1041934](https://issuetracker.unity3d.com/issues/unity-crashes-on-ui-canvas-checkconsistency-when-importing-prefab))
    
*   Video: \[Backport\] Video Player playing back 360/VR files is garbled and/or makes the program unresponsive ([1210523](https://issuetracker.unity3d.com/issues/video-player-playing-back-360-slash-vr-files-is-garbled-and-slash-or-makes-the-program-unresponsive))
    
*   XR: Fix for XR SDK-Modifying QualitySettings.antiAliasing via scripts doesn't work. ([1195138](https://issuetracker.unity3d.com/issues/xr-sdk-modifying-qualitysettings-dot-antialiasing-via-scripts-doesnt-work))
    

#### Improvements

*   Version Control: Added ability to set Version Control settings which are available in the Editor Settings through the Unity command line (1192475)
    
*   XR: Updated minimum version of Windows Mixed Reality package.
    
*   XR: Updated Oculus XR Plugin to 1.2.0
    

#### 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