### Known Issues in 2019.3.6f1

*   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: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode ([1227838](https://issuetracker.unity3d.com/issues/crash-on-animator-createinternalcontrollerplayable-when-entering-play-mode))
    
*   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: Crash on mdb\_cursor\_put when a project in a Google Drive File Stream is upgraded using Asset Import Pipeline V2 ([1220517](https://issuetracker.unity3d.com/issues/crash-on-mdb-cursor-put-when-a-project-in-a-google-drive-file-stream-is-upgraded-using-asset-import-pipeline-v2))
    
*   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))
    
*   Asset Import Pipeline: \[Asset Database V2\] GameObjects and Prefabs lose references to Assets when Assets are moved to a different folder ([1226928](https://issuetracker.unity3d.com/issues/asset-database-v2-gameobjects-and-prefabs-lose-references-to-assets-when-assets-are-moved-to-a-different-folder))
    
*   Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode ([1225987](https://issuetracker.unity3d.com/issues/crash-on-stackallocator-walkallocations-when-theres-a-memory-leak-in-play-mode))
    
*   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: \[GPU PLM\] GPU baking does not match CPU ([1206157](https://issuetracker.unity3d.com/issues/gpu-baking-does-not-match-cpu))
    
*   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: Memory is not deallocated immediately after Texture2D object was deleted ([1217907](https://issuetracker.unity3d.com/issues/memory-is-not-deallocated-immediately-after-texture2d-object-was-deleted))
    
*   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 fails to load 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))
    
*   Linux: \[Android\] ETC1 and ETC2 compression fails when importing textures ([1222219](https://issuetracker.unity3d.com/issues/linux-android-etc1-and-etc2-compression-fails-when-importing-textures))
    
*   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: \[macOS\] 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))
    
*   Mobile: \[Android\] \[Gles3\] \[URP\] Darker UI when using Gles3, Linear and URP ([1219635](https://issuetracker.unity3d.com/issues/android-gles3-urp-darker-ui-when-using-gles3-linear-and-urp))
    
*   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: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled ([1203222](https://issuetracker.unity3d.com/issues/intermittant-editor-crash-when-using-the-profilercrash-with-deep-profilign-and-call-stacks-enabled))
    
*   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: Editor crashes while assigning prefab variant to a reference on its base ([1225758](https://issuetracker.unity3d.com/issues/editor-crashes-while-assigning-prefab-variant-to-a-reference-on-its-base))
    
*   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))
    
*   Scene Management: Unity Editor freezes/crashes when opening a specific Scene ([1228147](https://issuetracker.unity3d.com/issues/unity-editor-freezes-slash-crashes-when-opening-a-specific-scene))
    
*   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: 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))
    
*   Terrain: \[Performance Regression\] GameObject.ActivateAwakeRecursively noticeably slower when rendering trees on terrain ([1225501](https://issuetracker.unity3d.com/issues/performance-regression-gameobject-dot-activateawakerecursively-noticeably-slower-when-rendering-trees-on-terrain))
    
*   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))
    
*   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))
    

### 2019.3.6f1 Release Notes

#### Fixes

*   AI: Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours. ([977653](https://issuetracker.unity3d.com/issues/navmeshpath-sometimes-returns-bad-paths-when-using-obstacle-carving))
    
*   Android: On screen keyboard is closed when focusing different InputField ([1180393](https://issuetracker.unity3d.com/issues/android-on-screen-keyboard-is-closed-when-focusing-different-inputfield))
    
*   Animation: Fix for 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))
    
*   Asset Import: BumpMap check window does not flag textures as possible NormalMap when they are not used in the Material. ([1213579](https://issuetracker.unity3d.com/issues/the-modelimporter-flag-texture-as-normal-map-required-even-if-changed-using-onpreprocessmaterialdescription))
    
*   Asset Pipeline: Fixes AssetBundle Recompression not verifying the CRC of bundle contents when requested ([1195075](https://issuetracker.unity3d.com/issues/assetbundles-recompressassetbundle-never-does-the-expected-crc-check))
    
*   Audio: Fix applying lowpass filter custom cutoff curve from scripts ([1202437](https://issuetracker.unity3d.com/issues/audiosource-distance-function-curves-incorrectly-scaled-when-set))
    
*   Audio: Fix hang after failing to load audio assets from asset bundles. ([1184883](https://issuetracker.unity3d.com/issues/unity-freezes-on-exiting-play-mode-when-loading-audio-asset-from-an-asset-bundle-fails-and-fsb-errors-are-thrown))
    
*   Audio: Fix SpatialBlend application when AudioSource and Rigidbody are attached to the same game object. ([1206115](https://issuetracker.unity3d.com/issues/audio-source-spatial-blend-property-is-ignored-when-a-rigidbody-component-is-attached-to-the-same-game-object))
    
*   Audio: Fixed an issue where audio sources failed to play when there are more than 250 sources playing or previously playing sources in the scene.
    
*   Audio: Fixed an issue where the audio clip UI prevented the compression quality slider to be set to to certain values. ([1186565](https://issuetracker.unity3d.com/issues/audio-vorbis-compression-format-quality-text-field-in-audio-import-settings-does-not-validate-certain-inputs))
    
*   Audio: Fixed errors during project import when the project contains around 10000 audio assets. ([1194658](https://issuetracker.unity3d.com/issues/unity-errors-during-project-importation-when-the-project-contains-around-10000-audio-assets))
    
*   Audio: Fixed incorrect mix levels in audio mixer with adjacent effects that both use wet-mixing. ([1185470](https://issuetracker.unity3d.com/issues/mixer-effects-with-wet-mixing-doesnt-change-the-audio-output-when-they-are-adjacent-to-one-another))
    
*   DX12: Fix memory leaks caused by RayTracingAccelerationStructures when Mesh objects that were used to build the acceleration structure are deleted. ([1214846](https://issuetracker.unity3d.com/issues/dxr-gpu-memory-leak-when-building-raytracingaccelerationstructure))
    
*   Editor: Fix the search location of the CA store for CentOS ([1188530](https://issuetracker.unity3d.com/issues/connection-fails-when-creating-a-link-using-collab-on-centos))
    
*   Editor: Fixed crash when setting invalid Game resolution in the Editor ([1221822](https://issuetracker.unity3d.com/issues/crash-on-repaintcontroller-renderplaymode-when-setting-the-game-view-resolution-to-dimensions-with-a-large-difference))
    
*   Editor: Fixed Humanoid Configuration editor not drawing bone scene handles when Gizmos are disabled. (1194850)
    
*   Editor: Fixed New InputSystem not handling absolute mouse positions including those sent over RDP. ([1224897](https://issuetracker.unity3d.com/issues/mouse-movement-isnt-recognized-in-editor-play-mode-and-build-when-it-is-accessed-using-rdp))
    
*   Editor: Fixed the issue foldout icon under the Mesh renderer preset editor ([1206125](https://issuetracker.unity3d.com/issues/preset-dropdown-icons-for-the-properties-under-mesh-renderer-preset-are-missing))
    
*   Editor: Fixing console search when closing and reopening the console window. ([1180379](https://issuetracker.unity3d.com/issues/console-window-search-query-does-not-show-up-in-search-bar-after-console-window-is-reopened))
    
*   Editor: Fixing console search when going in a maximized playmode ([1197494](https://issuetracker.unity3d.com/issues/console-window-filter-stops-displaying-the-used-value-after-entering-play-mode-with-maximise-on-play-option-enabled))
    
*   Graphics: Add back immediate present mode to Stadia (1223800)
    
*   Graphics: Fix crash on VFXTextureGenerator::ComputeSignalCurve ([1220947](https://issuetracker.unity3d.com/issues/crash-on-vfxtexturegenerator-computesignalcurve-or-gradient-evaluatehdr-when-opening-a-specific-scene))
    
*   Graphics: Fix issue where motion vector texture would contain incorrect values for object that stopped moving. ([1178468](https://issuetracker.unity3d.com/issues/moving-gameobjects-motion-vectors-are-not-updated-remains-non-zero-when-it-is-stopped-via-script))
    
*   Graphics: Fix issue where skinned mesh renderers with custom bone weights and that contained unreferenced vertices would crash when optimizing the mesh and reordering the vertices. (1218598)
    
*   Graphics: Fixed AsyncGPUReadback on Vulkan ([1197375](https://issuetracker.unity3d.com/issues/asyncgpureadback-returns-incorrect-result-on-vulkan))
    
*   Graphics: Fixed global texture properties to handle multisampling textures properly. ([1154519](https://issuetracker.unity3d.com/issues/shaders-multisampled-textures-dont-work-in-deffered-shader))
    
*   Graphics: Fixed Metal editor text corruption issue that happened on some hardware but not all ([1156105](https://issuetracker.unity3d.com/issues/mac-editor-switching-focus-to-other-apps-and-editor-distorts-the-text-in-the-editor))
    
*   Graphics: Fixes incorrect gamma decoding at import of LDR textures that target a HDR graphics format in a gamma colorspace project ([1195264](https://issuetracker.unity3d.com/issues/pngs-imported-with-rgba-half-format-are-incorrectly-converted-when-using-gamma-color-space))
    
*   Graphics: Fixes two issues related to counterbuffers in Vulkan  
    
    *   If one only uses the counter the buffer is now correctly bound  
        
    *   Updating the data on the buffer does not invalidate the counter (1215932)
*   Graphics: Metal: Disable Graphics Jobs support for Nvidia GPUs (1215105)
    
*   IL2CPP: Correct the behavior of the InitMessage icall. ([1208473](https://issuetracker.unity3d.com/issues/ios-player-crashes-when-using-dns-dot-endgethostaddresses-and-unloadunusedassets))
    
*   IL2CPP: Use the proper timeout unit for calls to Socket.Select. ([1206057](https://issuetracker.unity3d.com/issues/il2cpp-android-socket-dot-select-does-not-wait-for-timeout-in-the-android-build))
    
*   iOS: Fixes an issue that stopped emojis appearing on textfields with no limit ([1214754](https://issuetracker.unity3d.com/issues/ios-emojis-are-invisible-when-character-limit-set-to-0-in-the-textmeshpro-inputfield))
    
*   macOS: IME works in both editor and player in the proper location
    
*   Package Manager: Fixed an issue where the package version would not get updated when the version was changed in the `package.json` file. ([1191723](https://issuetracker.unity3d.com/issues/package-version-is-not-updated-when-version-is-changed-in-package-dot-json-file))
    
*   Particles: - Fixed Mesh that contains blend shapes sometimes not being marked as read/write enabled when it is used by a ParticleSystems ShapeModule.  
    
    *   Fixed crash when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build. A warning will now be thrown to report that the Mesh must be read/write enabled. ([1215645](https://issuetracker.unity3d.com/issues/particle-system-shape-module-fails-to-enable-mesh-r-slash-w-on-build-when-the-mesh-is-also-used-by-the-imported-skinned-mesh-renderer))
*   Particles: Fixed Sub Emitter fields having too much vertical separation and the Object Field selector button being too large. ([1213457](https://issuetracker.unity3d.com/issues/shuriken-selector-button-of-particle-system-in-the-sub-emitters-modules-is-misplaced))
    
*   Physics: Rigidbody2D MovePosition/MoveRotation now result in the correct target position/rotation when using manual simulation with time-step that isn't Time.fixedDeltaTime. (1213003)
    
*   Playables: Fixed out of order evaluation of Control Tracks in Timeline when using multiple nested timelines. (1220657)
    
*   Profiler: Profiler: Fixed -profiler-maxusedmemory cmdline parameter for standalone players.  
    Profiler: Increased maximum memory that can be used by profiler to 128MB. ([1210322](https://issuetracker.unity3d.com/issues/profiler-maxusedmemory-cmdline-option-doesnt-work))
    
*   Scripting: Fixed editor freeze/crash 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))
    
*   Shaders: Fixed Editor crash when calling ShaderUtil.ClearCachedData() while still async compiling shader variants. (1184636)
    
*   Timeline: Fix issues related to recursive control tracks. (1178423)
    
*   Timeline: Fixed adjacent recording clips highlighting the wrong clip. ([1210312](https://issuetracker.unity3d.com/issues/animation-window-records-the-wrong-animation-when-recording-a-frame-where-two-animations-connect-in-a-timeline))
    
*   Timeline: Fixed avatar mask reassignment not causing immediate re-evaluation. ([1219326](https://issuetracker.unity3d.com/issues/adding-or-removing-avatar-mask-on-a-timeline-animation-track-does-not-apply-until-preview-is-disabled-slash-re-enabled))
    
*   Timeline: Fixed issue where changes to a Signal Receiver component in a prefab were reverted. ([1210883](https://issuetracker.unity3d.com/issues/prefab-instances-signal-receiver-component-changes-are-reverted-when-entering-the-play-mode-or-restarting-a-scene))
    
*   Timeline: Fixed issue where using the HideInMenu attribute in combination with a class inheriting from Marker would not hide the marker from the Timeline context menus. ([1221054](https://issuetracker.unity3d.com/issues/hideinmenu-attribute-on-a-custom-marker-class-does-not-hide-it-from-the-menu))
    
*   Timeline: Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip. ([1216702](https://issuetracker.unity3d.com/issues/performance-drop-when-using-control-track-with-particle-system-if-a-clip-is-extended-beyond-the-original-duration))
    
*   Timeline: Fixed SignalReceiver.ChangeSignalAtIndex incorrectly throwing exception when multiple entries are set to null. ([1210877](https://issuetracker.unity3d.com/issues/timeline-argumentexception-in-signalreceiver-when-all-signals-are-set-to-none))
    
*   Timeline: Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips. ([1213189](https://issuetracker.unity3d.com/issues/timeline-editor-freezes-when-zooming-in-the-cubetimeline-window-after-setting-streamed-audio-preview-duration-to-maximum))
    
*   UI: IME properly works and is in the correct location (1178930)
    
*   UI Elements: Fixed bug making docked EditorWindow hard to resize if their content near the borders react to MouseDownEvent. (1209863)
    
*   UnityLinker: Prevent engine code stripping from removing the legacy input system module when any input magic methods are defined on MonoBehaviours. ([1189110](https://issuetracker.unity3d.com/issues/webgl-mouse-events-are-not-called-on-builds-when-the-scene-does-not-have-event-system-object))
    
*   Video: \[Mac\] Video-heavy project does not get successfully imported when launching the project in batchmode ([1172957](https://issuetracker.unity3d.com/issues/mac-video-heavy-project-does-not-get-successfully-imported-when-launching-the-project-in-batchmode))
    
*   Windows: Fix race condition in plugin loading code when P/Invoking into libraries from multiple threads at once. ([1192915](https://issuetracker.unity3d.com/issues/windows-problem-with-importing-dlls-using-dllimport-attribute-from-different-threads))
    
*   Windows: Fix VSync breaking when changing it from OnApplicationFocus handler. ([1132488](https://issuetracker.unity3d.com/issues/windows-standalone-player-qualitysettings-dot-vsynccount-breaks-after-being-called-several-times))
    
*   Windows: Fixes incorrect parsing of Application name from command-line arguments ([1215557](https://issuetracker.unity3d.com/issues/system-dot-environment-dot-getcommandlineargs-method-returns-incorrect-values-when-application-name-contains-space-characters))
    
*   Windows: GPU Performance Markers are no longer absent in the Nvidia NSight range profiler view when launching the Unity editor, using DX12, from Nsight. ([1203035](https://issuetracker.unity3d.com/issues/dx12-performance-markers-are-absent-in-nvidia-nsight-range-profiler-view-while-frame-profiling))
    
*   XR: Fix crash when you connect to a Hololens 2 using the HolographicRemoting scripting api and then enable Windows Mixed Reality.
    

#### API Changes

*   Particles: Added: Added NativeArray overloads to SetParticles and GetParticles
    
*   XR: Added: Exposed XRSDK znear, zfar, srgb to script.
    

#### Changes

*   XR: Temporarily disabling runtime MSAA level changes if running with Vulkan and XR Management.

#### Improvements

*   2D: Update 2D Template to include 2D verified packages

#### 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