### Known Issues in 2019.3.8f1

*   2D: Editor crashes during Sprite Atlas baking when not enough disk space is available ([1228614](https://issuetracker.unity3d.com/issues/editor-crashes-during-sprite-atlas-baking-when-not-enough-disk-space-is-available))
    
*   Ads: Verified and default Ads package 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 mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override ([1229421](https://issuetracker.unity3d.com/issues/crash-on-mecanim-createvaluearray-when-setting-animators-controller-to-override-controller-with-no-controller-to-override))
    
*   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: 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))
    
*   Camera: Crash on Umbra::TileTraverseTree::init when entering Play mode or selecting Camera GameObject ([1228835](https://issuetracker.unity3d.com/issues/crash-on-umbra-tiletraversetree-init-when-entering-play-mode-or-selecting-camera-gameobject))
    
*   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: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System ([1226357](https://issuetracker.unity3d.com/issues/task-dot-rasterdata-dot-vertexbuffer-equals-equals-null-errors-when-using-a-particle-system))
    
*   Graphics - General: SkinnedMeshRenderer not being rendered in Build ([1229548](https://issuetracker.unity3d.com/issues/skinnedmeshrenderer-not-being-rendered-in-build))
    
*   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))
    
*   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: \[iOS\] Debug .pdb files are added to iOS release builds ([1232798](https://issuetracker.unity3d.com/issues/ios-debug-pdb-files-are-added-to-ios-release-builds))
    
*   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: \[Profiler\] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved ([1223087](https://issuetracker.unity3d.com/issues/profiler-any-dropdown-list-in-profiler-window-doesnt-expand-the-second-time-once-collapsed-until-the-mouse-cursor-is-moved))
    
*   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))
    
*   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))
    
*   Windows: Crash on GfxDeviceD3D11Base::SkinOnGPU when importing or reimporting a broken prefab ([1230188](https://issuetracker.unity3d.com/issues/crash-on-gfxdeviced3d11base-skinongpu-when-importing-or-reimporting-a-broken-prefab))
    

### 2019.3.8f1 Release Notes

#### Fixes

*   2D: Handle user exceptions properly from Tilemap.tilemapTileChanged callback ([1215834](https://issuetracker.unity3d.com/issues/2d-tilemap-a-null-reference-exception-while-accessing-tilemap-dot-synctile-causes-unexpected-behaviour-in-editor))
    
*   Android: Fix crash when using GraphicsJobs with Vulkan on Adreno 5xx ([1167283](https://issuetracker.unity3d.com/issues/android-lwrp-vulkan-build-crashes-when-having-any-object-in-front-of-the-camera))
    
*   Android: Fix issue causing minimum and target API levels UI to get stuck at "Getting API levels..." ([1214796](https://issuetracker.unity3d.com/issues/android-minimum-api-level-and-target-api-level-lists-are-empty-when-there-is-no-internet-connection))
    
*   Android: Fix screen rotation when new input system is enabled and old one is disabled. Under the hood OrientationEventListener is used to determine which screen orientation to use for the application. ([1224389](https://issuetracker.unity3d.com/issues/android-enabling-the-new-input-system-causes-mobile-build-to-not-autorotate))
    
*   Android: Fixed the issue that 'Symlink Sources' doesn't work on Android with gradle. ([1223012](https://issuetracker.unity3d.com/issues/symbolink-sources-option-broke-for-android))
    
*   Asset Pipeline: Fixing sorting problem that was causing indeterminism in Content Update Pipeline. (1197035)
    
*   Asset Pipeline: Importer that is not allowed to cache results on cache server now can also not cache locally
    
*   Build Pipeline: Fix bug preventing mesh compression on iphone when building with the scriptable build pipeline ([1222846](https://issuetracker.unity3d.com/issues/scriptablebuildpipeline-static-batching-does-not-work-on-ios-or-android))
    
*   Build Pipeline: Fixes an issue where upon BuildPipeline functions cause a re-execution of the last Async task when called in an Async function ([1213602](https://issuetracker.unity3d.com/issues/build-pipeline-functions-cause-a-re-execution-of-the-last-async-task-when-called-in-an-async-function))
    
*   Editor: Fixed an issue where leaving a game object in a scene with a DontSaveInEditor hideFlags would result in an error on cleanup. ([1136883](https://issuetracker.unity3d.com/issues/internal-exception-is-thrown-after-test-with-gameobject-using-dontsaveineditor-flag-finishes-executing))
    
*   Editor: Fixed an issue where running a test fixture would also run other fixtures with the same full name (namespace plus classname) in other assemblies. ([1197385](https://issuetracker.unity3d.com/issues/testrunner-runs-unselected-tests-when-selected-test-name-is-identical))
    
*   Editor: Fixed an issue where the grid color does not change upon updating the grid color from preferences window. ([1216918](https://issuetracker.unity3d.com/issues/imgui-changes-to-grid-color-from-preferences-do-not-reflect-until-scene-view-is-reopened))
    
*   Editor: Fixed performance regression with custom inspector property fields ([1224555](https://issuetracker.unity3d.com/issues/custom-serialized-inspector-property-fields-suffer-from-input-lag-when-serializereference-attribute-is-used))
    
*   Editor: Fixed Test execution timed out. No activity received from the player in 600 seconds error when player is not supposed to start. (1225147)
    
*   Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays. ([1211383](https://issuetracker.unity3d.com/issues/editor-performance-drop-when-holding-down-keys-and-moving-mouse-when-in-playmode))
    
*   Editor: Fixes custom property drawer layouting and height computation ([1169149](https://issuetracker.unity3d.com/issues/custompropertydrawer-temporarily-expands-inspector-window-layout-when-modifying-its-properties))
    
*   Editor: Now ITestPlayerBuildModifier.ModifyOptions is called as expected when running tests on a device. ([1213845](https://issuetracker.unity3d.com/issues/itestplayerbuildmodifier-dot-modifyoptions-is-not-being-called-when-running-tests-on-a-device))
    
*   Editor: Orphaned Unity processes will now be cleaned up ([1205394](https://issuetracker.unity3d.com/issues/unity-secondary-processes-keeps-running-after-unity-is-force-closed))
    
*   Editor: Running a playmode tests with "Maximize on Play" will now correctly show the result of the tests in the test runner window. ([1014908](https://issuetracker.unity3d.com/issues/test-runner-playmode-tests-not-storing-results-if-maximize-on-play-selected))
    
*   Editor: Running tests with the same full name, with a domain reload in-between, will no longer fail to initialize the fixture of the second class. (1205240)
    
*   Graphics: Fix crash when cleaning up intermediate renderers. ([1176131](https://issuetracker.unity3d.com/issues/mac-crash-on-processshadowcasternodevisibilityandcullwithoutumbra-when-same-rp-asset-is-set-in-graphics-and-quality-settings))
    
*   Graphics: Fix issue where game UI would not be visible in preview camera. ([1215590](https://issuetracker.unity3d.com/issues/camera-camera-preview-does-not-display-visible-world-space-canvas))
    
*   Graphics: Fix material.mainTextureOffset by adding \[MainTexture\] shader property attribute. ([1210509](https://issuetracker.unity3d.com/issues/srp-cant-apply-changes-to-materials-main-texture-when-using-material-dot-maintexture-functions))
    
*   Graphics: Fix sporadic crash when using GraphicsJobs with Vulkan (1215661)
    
*   Graphics: Fixed issue with DX11 blit operations crashing when shader recompilation is triggered ([1221358](https://issuetracker.unity3d.com/issues/editor-crashes-on-constantbuffersd3d11base-setbuiltincbconstant-when-creating-a-new-standart-surface-shader))
    
*   Graphics: Shaders matrix properties and colors are incorrect with SG + Hybrid v1 ([1227416](https://issuetracker.unity3d.com/issues/shaders-matrix-properties-and-colors-are-incorrect-when-material-or-shader-in-project-is-selected-or-application-is-built))
    
*   Graphics: This function goal is to access the texture target. Avoid rebinding the texture and polute state if the texture target is unknown. (1199990)
    
*   IL2CPP: Fixes issue where the editor installer did not ensure we had a minimum of .Net 4.7.2 installed which we now require ([1205210](https://issuetracker.unity3d.com/issues/il2cpp-webgl-slash-il2cpp-builds-fail-when-machine-doesnt-have-net-4-dot-7-2-pre-installed))
    
*   IMGUI: PR fixes the size of the rect used to render Warning icon in the Import package window ([1201891](https://issuetracker.unity3d.com/issues/imgui-warning-icon-in-asset-importer-window-is-clipped))
    
*   Licenses: Backport fix for the issue when Editor cannot talk to the Licensing Client, if the username has Unicode/UTF-8 characters into Unity 2019.3. ([1220634](https://issuetracker.unity3d.com/issues/licensing-editor-cannot-talk-to-client-if-username-has-unicode-characters))
    
*   Particles: Fixed crash when using disable stop action, with pause-and-catchup cull mode, and system is culled when it ends. ([1221265](https://issuetracker.unity3d.com/issues/off-camera-particlesystem-crashes-editor-when-particles-are-disabled-with-culling-set-to-pause))
    
*   Particles: Fixed FPS mode when using sprites. ([1222513](https://issuetracker.unity3d.com/issues/particle-system-with-texture-sheet-animation-has-a-different-playback-speed-from-an-animation-clip-when-using-fps-time-mode))
    
*   Physics: Ensure that a child Kinematic Rigidbody2D driven by a parent Rigidbody2D stays in-sync with the parent pose. ([1213343](https://issuetracker.unity3d.com/issues/kinematic-child-object-with-rigidbody2d-moves-slower-than-the-parent-object-with-rigidbody2d-when-child-is-set-to-interpolate))
    
*   Physics: Ensure we don't report OnCollision/OnTrigger Exit for 2D colliders when they are disabled/inactive when the "Physics2D.callbacksOnDisable" is off. ([1212896](https://issuetracker.unity3d.com/issues/ontriggerexit2d-when-disabling-a-gameobject))
    
*   Physics: Fix a crash in "PhysicsContacts2D::PreSolve" during 2D collision when hundreds of contacts are involved. This also lifts the limit of Collider2D/Collider2D contact count from 64 to an unlimited amount. (1219286)
    
*   Physics: Fix rare console warning of "RigidBody2D has an invalid movement state index during removal". ([1216772](https://issuetracker.unity3d.com/issues/error-rigidbody2d-has-an-invalid-movement-state-index-during-removal))
    
*   Player: Fixed "Default Is Native Resolution" setting change being ignored in the Standalone player after changing default fullscreen mode to fullscreen from windowed when not changing any other setting. ([1216508](https://issuetracker.unity3d.com/issues/default-is-native-resolution-is-ignored-when-fullscreen-mode-has-been-changed))
    
*   Prefabs: Fixed issue where the Hierarchy window Create (\[+\]) dropdown menu item "Create Empty Child" would, in Prefab Mode, place the created child under the Prefab root rather than under the selected object. ([1185434](https://issuetracker.unity3d.com/issues/an-object-created-via-create-empty-child-of-hierarchy-panel-in-prefab-mode-is-always-a-child-of-the-main-prefab))
    
*   Scripting: Renaming a type used by SerializeReference and renaming back to its original name will preserve the instance data. (1222851)
    
*   Serialization: Ensure to fix errors about read size mismatching write size when entering Play mode in case there is an empty collection of a type containing a Serialized Reference object ([1215642](https://issuetracker.unity3d.com/issues/errors-occur-when-there-is-an-empty-collection))
    
*   Serialization: Fix for field marked as \[SerializeReference\] and having a static types of System.Object that were not being serialized. (1191992)
    
*   Shaders: Fix Metal compute shaders stripping unused constant buffer vars, therefore messing up the data layout. (1210547)
    
*   Shaders: Fixed shaders not always compiling properly on include changes ([1215034](https://issuetracker.unity3d.com/issues/shaders-change-in-included-hlsl-file-does-not-always-trigger-recompilation))
    
*   Shaders: Fixing missing local keywords, if shaders in asset bundle do not contains serialized shader snippets. ([1209147](https://issuetracker.unity3d.com/issues/addressables-local-shader-keywords-are-not-used-when-running-in-use-existing-build-play-mode))
    
*   Shaders: Fixing missing shader keyword error. ([1168898](https://issuetracker.unity3d.com/issues/directx12-slash-hdrp-requesting-non-existent-keyword-exceptions-are-thrown-after-restarting-the-editor-on-changing-graphics-apis))
    
*   Timeline: Updated default Timeline package version to 1.2.14.
    
*   Version Control: Fixed Checkout inspector button not shown in some cases (1185127) ([1183689](https://issuetracker.unity3d.com/issues/vcs-inspector-check-out-button-does-not-show-up-when-the-initial-selected-object-only-has-its-meta-file-checked-out))
    
*   Video: Unity hangs on quit after failing to load large number of Video Clips from URL at once ([1197716](https://issuetracker.unity3d.com/issues/unity-hangs-on-quit-after-failing-to-load-large-number-of-video-clips-from-url-at-once))
    
*   WebGL: The main loop is never scheduled when build starts in background (1223062)
    
*   Windows: CorsorLockMode.Confined now locks to window client area instead of the whole window rect on Windows Standalone player. ([978868](https://issuetracker.unity3d.com/issues/regression-confined-cursor-can-go-out-of-the-top-side-of-a-game-window-bounds))
    
*   Windows: Fixed Windows Standalone player executable name not matching Product Name player setting when using keyboard shortcut to Build & Run. ([1208041](https://issuetracker.unity3d.com/issues/changing-the-product-name-does-not-automatically-change-the-name-of-builds-executable-when-selecting-build-and-run))
    
*   XR: Fixed a case where the camera does not respect near/far clipping plane settings ([1212234](https://issuetracker.unity3d.com/issues/hdrp-xr-camera-does-not-respect-near-slash-far-clipping-plane-settings))
    

#### API Changes

*   2D: Added: Add GridPaintingState.brushes to allow users to get a collection of all available Grid Brushes
    
*   2D: Added: Add GridPaintingState.paletteChanged to allow users to add callbacks when the active palette has changed
    
*   2D: Added: Add GridPaintingState.palettes to allow users to get a collection of all available Palettes
    

#### Changes

*   2D: Make Tilemap.tilemapTileChanged and Tilemap.SyncTile public
    
*   Graphics: Changed default scripting backend of the Universal RP template to il2cpp
    

#### Improvements

*   Android: Update Android Logcat package version to 1.1.1
    
*   Graphics: Updated embedded graphics packages to version 7.3.0.
    
*   iOS: Backbuffer depth is discarded at frame end. In case of MSAA backbuffer color is simply resolved (instead of store+resolve)
    

#### 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