### Known Issues in 2019.3.9f1

*   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))
    
*   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: \[Mac\] 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))
    
*   MacOS: macOS Native Plugins not detected or misplaced in Builds ([1216171](https://issuetracker.unity3d.com/issues/macos-native-plugins-not-detected-or-misplaced-in-builds))
    
*   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: Native object references for some object types are always 0 in the memory profiler ([1234714](https://issuetracker.unity3d.com/issues/native-object-references-for-some-object-types-are-always-0-in-the-memory-profiler))
    
*   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))
    

### 2019.3.9f1 Release Notes

#### Fixes

*   2D: Allow users to specify negative normal angles for ContactFilter2D. ([1216208](https://issuetracker.unity3d.com/issues/tilemap-contactfilter2d-with-normal-angle-filter-works-inconsistently-with-compositecollider2d-when-normal-angle-is-0))
    
*   2D: Colliders should also respect Pivot property of Edge Sprites in Sprite Shape
    
*   2D: Ensure SpriteShape are not generated when not in view on Runtime.
    
*   2D: Fix crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode ([1225253](https://issuetracker.unity3d.com/issues/crash-on-buildrenderobjectdata-while-quickly-moving-the-mouse-and-deleting-tilemap-tiles))
    
*   2D: Fixed broken documentation links in inspectors for com.unity.2d.animation package
    
*   2D: Fixed exception after reverting from creating new vertices and edges in Skinning MOdule
    
*   2D: Fixed PSDImporter broken documentation links in inspectors
    
*   2D: Fixed PSDImporter creates empty GameObject in certain cases
    
*   2D: Fixed Sprite asset used by SpriteSkin in Scene is being deleted
    
*   2D: Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component
    
*   2D: Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled
    
*   2D: Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector
    
*   2D: SpriteShapeController leaks memory when zero control points are used
    
*   Android: Cutout is calculated incorrectly when device is not in full screen mode. (1204141)
    
*   Android: Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP. ([1155719](https://issuetracker.unity3d.com/issues/srp-android-no-linear-to-srgb-conversion-for-gui))
    
*   Android: Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP. ([1219635](https://issuetracker.unity3d.com/issues/android-gles3-urp-darker-ui-when-using-gles3-linear-and-urp))
    
*   Android: Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled. ([1223467](https://issuetracker.unity3d.com/issues/local-fullscreen-mode-setting-on-samsung-devices-is-overriden-by-editor-when-render-outside-safe-area-setting-is-disabled))
    
*   Asset Import: Fixed AssetImportWorker taking autoconnect player connections. (1228966)
    
*   Editor: Classes that depend on libMonoPosixHelper.so will now work in playmode in the Linux editor. ([1218247](https://issuetracker.unity3d.com/issues/linux-dllnotfoundexception-error-when-using-deflatestream-if-there-is-no-libmonoposixhelper-dot-so-at-slash-usr-slash-lib))
    
*   Editor: Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call. ([1196394](https://issuetracker.unity3d.com/issues/scene-view-is-resized-and-black-offset-appears-when-mouse-dot-position-dot-readdefaultvalue-input-action-is-invoked))
    
*   Editor: Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked. ([1224614](https://issuetracker.unity3d.com/issues/console-logs-from-built-players-are-not-received-by-an-attached-editor-until-console-connection-drop-down-is-clicked))
    
*   Editor: Fixed IME related APIs in Input class not working, even when using the new Input System package. (1178746)
    
*   Editor: Fixed inconsistent Slider behavior when label width is not specified. ([1206232](https://issuetracker.unity3d.com/issues/inconsistent-slider-behaviour-if-label-field-width-is-not-specified))
    
*   Editor: Fixed issue with the changing of the size of the input search field. ([1230569](https://issuetracker.unity3d.com/issues/animation-search-input-field-size-changes-on-changing-a-parameter-value-in-blend-tree))
    
*   Editor: Fixed missing borders (i.e. inspector window and player settings) ([1228726](https://issuetracker.unity3d.com/issues/missing-borders-in-some-ui))
    
*   Editor: Fixed the background color and border color of buttons in their various states for IMGUI and UIElements (1223122)
    
*   Editor: Restores previous behavior (1224868)
    
*   Editor: When setting Playmode be sure to not change state if already playing. ([1221768](https://issuetracker.unity3d.com/issues/inputsystem-input-in-playmode-breaks-when-starting-unity-recorder))
    
*   GI: Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting. ([1221209](https://issuetracker.unity3d.com/issues/crash-in-pvrtransmissiontexturedata-pvrtransmissiontexturedata-when-exiting-play-mode-after-loading-another-scene))
    
*   Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. ([1185630](https://issuetracker.unity3d.com/issues/vulkan-computebuffer-data-is-corrupted-when-computebuffer-dot-setdata-is-called))
    
*   Graphics: CopyTexture with element correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element. ([1208825](https://issuetracker.unity3d.com/issues/2019-dot-3-graphics-dot-copytexture-does-not-work-with-texture3d))
    
*   Graphics: Filter out SetWantsStructuredBufferBinding for no readable meshes ([1226578](https://issuetracker.unity3d.com/issues/vfx-specific-mesh-doesnt-render-if-in-the-player-if-its-used-within-the-vfx-graph))
    
*   Graphics: Fix a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer). ([1221931](https://issuetracker.unity3d.com/issues/indirectargs-do-not-bind-properly-when-using-dx12))
    
*   Graphics: Fix slow compilation of vfx shaders in big project by not recreating all shaders in that case. ([1224991](https://issuetracker.unity3d.com/issues/vfx-shader-compilation-is-slow-due-to-recreating-all-shader-each-time-needlessly))
    
*   Graphics: Fixed error messages produced, when using -force-vulkan command line option, when the editor is started. (1180262)
    
*   Physics: Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation. ([1233040](https://issuetracker.unity3d.com/issues/kinematic-child-object-with-rb2d-moves-slower-than-the-parent-object-with-rb2d-when-both-are-set-to-interpolate))
    
*   Physics: Fix an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries. ([1227909](https://issuetracker.unity3d.com/issues/rigidbody2d-sinks-into-tilemap-with-compositecollider2d-when-its-geometry-type-is-set-to-polygons))
    
*   Physics: Fix to ensure that previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation is restored. (1229319)
    
*   Plugins: Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException. ([1221242](https://issuetracker.unity3d.com/issues/desktop-log-of-warn-unity-plugins-couldnt-open-advapi32-error-dlopen-failed-library-advapi32-not-found))
    
*   Prefabs: Fix null reference exception is thrown when applying modified Button UI component property to prefab. ([1172835](https://issuetracker.unity3d.com/issues/null-reference-exception-is-thrown-when-applying-modified-button-ui-component-property-to-prefab))
    
*   Profiler: Fix 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))
    
*   Profiler: Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build. ([1214004](https://issuetracker.unity3d.com/issues/cpu-profiler-show-related-objects-panel-contains-random-names))
    
*   Profiler: Fixed Performance decrease in EditorOverhead using Deep Profile ([1051094](https://issuetracker.unity3d.com/issues/performance-decrease-in-editoroverhead-using-deep-profile))
    
*   Scripting: Check if scripting is shutting down to prevent an Internal\_ApplicationWantsToQuit crash. ([1145982](https://issuetracker.unity3d.com/issues/ios-crash-on-lookup-core-basic-string-char-core-stringstoragedefault-at-hash-set-dot-h-645-49-during-unity-cleanup))
    
*   Scripting: Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes. ([1172691](https://issuetracker.unity3d.com/issues/player-crashes-on-scripting-object-get-class-if-there-are-variables-inside-a-number-if-unity-editor-block-in-a-base-class-of-a-field))
    
*   Scripting Upgrade: Fixes a performance issue in UnsafeUtility.IsValidNativeContainerElementType() and fixes a bug where UnsafeUtility.IsUnmanaged() could return an incorrect result.
    
*   Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously ([1228264](https://issuetracker.unity3d.com/issues/crashreporting-logbuffer-recordlogmessage-may-crash-if-called-from-multiple-background-threads))
    
*   Shaders: Surface shader writes into o.Emission channel were ignored in some cases. ([1217823](https://issuetracker.unity3d.com/issues/surface-shader-emission-usage-does-not-get-detected-when-set-with-a-specific-expression-using-worldnormalvector))
    
*   UI Elements: Fix USS variable gets corrupted when psuedo state is changed ([1218564](https://issuetracker.unity3d.com/issues/uss-variable-gets-corrupted-when-psuedo-state-is-changed))
    
*   Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds. ([1162612](https://issuetracker.unity3d.com/issues/uwp-when-using-executable-only-build-the-cursor-image-is-distorted))
    
*   Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)
    
*   Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method ([1206210](https://issuetracker.unity3d.com/issues/disabled-videoplayer-warning-shows-up-when-videoclip-field-gets-set-to-null-in-ondestroy-method))
    
*   Video: Editor Freezes when trying to import 10-bit video. ([1202777](https://issuetracker.unity3d.com/issues/editor-freezes-when-trying-to-import-10-bit-video))
    
*   WebGL: Allow WebGL build run in background when canvas is not displayed. ([1203503](https://issuetracker.unity3d.com/issues/coroutines-do-not-progress-when-webgl-app-is-hidden))
    
*   Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window. ([1213859](https://issuetracker.unity3d.com/issues/cursor-is-not-locked-to-game-window-when-pressing-windows-key-then-clicking-the-taskbar-and-refocusing-the-game))
    
*   Windows: Native plugins are now put into correct CPU specific architecture folder. ([1185926](https://issuetracker.unity3d.com/issues/dlls-are-misplaced-in-standalone-player))
    
*   Windows: Unity Crash Handler no longer opens the game process with PROCESS\_ALL\_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)
    
*   XR: Fixed usage flag for foveation map ImageViews during Vulkan multiview framebuffer creation.
    
*   XR: The builtin resources zip was not updated after the Font.shader code had been updated to properly handle VR. (1218550)
    

#### API Changes

*   2D: Added: Added API to access SpriteSkin deformed buffer
    
*   Scripting: Added: Included possibility to add public headers to XCode project.
    

#### Changes

*   2D: Remove unused Reset Bounds button from SpriteSkinEditor
    
*   Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported.
    
*   Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced.
    

#### Improvements

*   2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation
    
*   2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module
    
*   2D: Improved SpriteSkinEditor UI
    
*   Editor: Dragging material over the scene view might be slow: https://unity3d.atlassian.net/browse/EC-612
    
*   Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match (default FOV changed to 60 degrees). ([1213739](https://issuetracker.unity3d.com/issues/scene-camera-viewport-does-not-match-game-camera-even-with-the-same-settings))
    
*   Editor: Scene view Frame Selected now properly takes custom FOV into account.
    

#### 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