### Known Issues in 2019.4.11f1

*   AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle ([1072945](https://issuetracker.unity3d.com/issues/a-navmeshagent-gameobject-teleports-to-a-near-navmeshsurface-when-collided-with-a-moving-navmeshobstacle))
    
*   AI: \[Remote Config\] package breaks on updating and throws ArgumentNull exceptions ([1261652](https://issuetracker.unity3d.com/issues/remote-config-package-breaks-on-updating-and-throws-argumentnull-exceptions))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   Asset Import Pipeline: \[Asset Import\] Errors thrown on creating a project using microgame templates ([1268154](https://issuetracker.unity3d.com/issues/asset-import-errors-thrown-on-creating-a-project-using-microgame-templates))
    
*   Audio: Unity crashes in Play Mode at FMOD\_Resampler\_Linear ([928576](https://issuetracker.unity3d.com/issues/unity-crashes-in-play-mode-at-fmod-resampler-linear))
    
*   Global Illumination: \[URP\] Transparencies are ignored because URP uses \_BaseMap as main texture identifier ([1246262](https://issuetracker.unity3d.com/issues/urp-shadows-from-alpha-materials-are-not-baked-into-a-lightmap-when-using-baked-lit-shader))
    
*   Global Illumination: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   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))
    
*   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))
    
*   IL2CPP: UnityLinker strips classes used with the SerializeReference attribute ([1232785](https://issuetracker.unity3d.com/issues/unitylinker-strips-classes-used-with-the-serializereference-attribute))
    
*   Linux: \[Editor\] Color picker does not work ([1174814](https://issuetracker.unity3d.com/issues/linux-editor-color-picker-does-not-work))
    
*   MacOS: \[OSX\] Shader import in an external exFAT drive crashes Unity ([727114](https://issuetracker.unity3d.com/issues/osx-shader-import-in-an-external-exfat-drive-crashes-unity))
    
*   Mobile Rendering: \[URP\] Low performance on some Android devices when rendering only one terrain/texture ([1261629](https://issuetracker.unity3d.com/issues/urp-low-performance-on-some-android-devices-when-rendering-only-one-terrain-slash-texture))
    
*   Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   Scene Management: Building project when two identical scenes are open crashes the editor ([1266194](https://issuetracker.unity3d.com/issues/building-project-when-two-identical-scenes-are-open-crashes-the-editor))
    
*   Scripting: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field ([1267271](https://issuetracker.unity3d.com/issues/building-a-project-crashes-when-a-script-component-has-serialized-array-of-a-type-that-contains-a-serialized-propertyname-field))
    
*   Scripting: Switching targets in SRP projects will cause XR errors on some platforms ([1196164](https://issuetracker.unity3d.com/issues/osx-switching-an-urp-template-projects-build-target-to-tvos-will-create-reference-errors-to-xrsettings))
    
*   Scripting: \[CompilationPipeline\] Project recompile and package changes takes a long time when Project includes a lot of packages ([1272396](https://issuetracker.unity3d.com/issues/compilationpipeline-project-recompile-and-package-changes-takes-a-long-time-when-project-includes-a-lot-of-packages))
    
*   Scripting: \[SerializedField\] fields produce "Field is never assigned to..." warning ([1080427](https://issuetracker.unity3d.com/issues/serializedfield-fields-produce-field-is-never-assigned-to-dot-dot-dot-warning))
    
*   Serialization: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute ([1237191](https://issuetracker.unity3d.com/issues/prefab-changes-are-not-applied-and-an-error-occurs-when-changing-fields-that-have-serializereference-attribute))
    
*   Serialization: \[Performance\]Console Pro causes Slow asset refresh when modifying any script, 45 seconds on one line change ([1270910](https://issuetracker.unity3d.com/issues/performance-regression-slow-asset-reimport-when-modifying-any-script))
    
*   Serialization: \[SerializeReference\] Polymorphic instances are always recreated when applying _any_ inspector value change ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked ([1250293](https://issuetracker.unity3d.com/issues/skybox-lighting-is-not-shown-after-creating-new-gameobjects-in-the-new-scene))
    
*   Shadows/Lights: \[Regression\] Directional light shadow artefacts in 2020.2.0a21 ([1271048](https://issuetracker.unity3d.com/issues/hdrp-directional-light-artefacts-in-2020-dot-2-0a21))
    
*   iOS: Images.xcassets folder does not contain LaunchImage files ([1254927](https://issuetracker.unity3d.com/issues/ios-images-dot-xcassets-folder-does-not-contain-launchimage-files))
    
*   iOS: \[UaaL\] UnityFramework with 3rd party plugins triggers watchdog termination after launch ([1262272](https://issuetracker.unity3d.com/issues/ios-unityframework-with-3rd-party-plugins-triggers-watchdog-termination-after-launch))
    
*   iOS: \[iOS 14\] VideoPlayer crashes on EXC\_BAD\_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source ([1274837](https://issuetracker.unity3d.com/issues/ios-videoplayer-crashes-when-audiooutputmode-is-set-to-apionly-or-audiosource))
    

### 2019.4.11f1 Release Notes

#### Fixes

*   2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields ([1250883](https://issuetracker.unity3d.com/issues/math-expressions-evaluate-when-the-first-digit-is-entered-after-the-operator))
    
*   AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. ([1257220](https://issuetracker.unity3d.com/issues/editor-crashes-on-memorymanager-getallocator-when-selecting-navmeshagent-component-in-the-inspector-window))
    
*   Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame. (1266564)
    
*   Animation: Fixed the issue where Mecanim Bone restrains are being ignored when moving the bone through the Transform component ([1238061](https://issuetracker.unity3d.com/issues/mecanim-bone-restrains-are-ignored-when-moving-the-bone-through-the-transform-component))
    
*   Asset Import: Fix broken AssetDatabase.ImportAsset() when set to recursice flag. ([1230194](https://issuetracker.unity3d.com/issues/passing-a-folder-to-assetdatabase-dot-importasset-with-importassetoptions-dot-importrecursive-does-not-import-any-assets-within-it))
    
*   Editor: Avoid callback to IExternalScriptEditor.Initialize ([1271869](https://issuetracker.unity3d.com/issues/unnecessary-initialize-call))
    
*   Editor: corrects keycode mappings in play mode for the linux editor ([1263921](https://issuetracker.unity3d.com/issues/linux-editor-returns-the-o-keys-keycode-when-the-space-key-is-being-pressed))
    
*   Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. ([1238870](https://issuetracker.unity3d.com/issues/crash-in-scenevisibilitystate-ishierarchyhidden-when-importing-or-deleting-an-imported-scenevisibilitystate-dot-asset))
    
*   Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script. ([1234461](https://issuetracker.unity3d.com/issues/indexoutofrangeexception-and-missingreferenceexception-are-thrown-when-entering-play-mode-with-script-that-has-alwaysexecute))
    
*   Editor: Fixed incorrect key values being passed to the new input system on Linux
    
*   GI: Forward custom LightProbes set on the API to the manager to stay in sync with all LightProbe objects. ([1265048](https://issuetracker.unity3d.com/issues/lighting-light-probes-are-not-disabled-when-setting-lightmapsettings-dot-lightprobes-to-null))
    
*   Graphics: Color writes will work during a shadow pass when a color attachment is present. ([1259973](https://issuetracker.unity3d.com/issues/unable-to-render-to-color-attachment-with-scriptablerendercontext-drawshadows))
    
*   Graphics: Fix a casting issue when assigning int to bool with HLSLcc.
    
*   Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation ([1215635](https://issuetracker.unity3d.com/issues/cubemap-dot-createexternaltexture-does-not-produce-correct-cubemap-when-using-getnativetextureptr-from-an-existing-one))
    
*   Linux: Keypad period is now associated with the correct keycode ([1267430](https://issuetracker.unity3d.com/issues/keypadperiod-key-registers-as-keypaddivide-in-linux-build))
    
*   Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. ([1267050](https://issuetracker.unity3d.com/issues/asset-store-packages-dont-display-latest-version-available-if-you-have-an-old-version-on-disk))
    
*   Particles: : Fixed ParticleSystem ignoring transform changes made by Constraints. ([1258705](https://issuetracker.unity3d.com/issues/particle-system-emission-rate-over-distance-does-not-emit-when-moving-by-parent-constraint))
    
*   Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported. ([1247192](https://issuetracker.unity3d.com/issues/particles-dont-set-random-seed-while-system-is-playing-error-is-not-triggered-for-paused-systems))
    
*   Particles: Fixed velocity calculations when changes are made in LateUpdate. ([1266878](https://issuetracker.unity3d.com/issues/shuriken-particles-with-rate-over-distance-does-not-emit-when-moving-them-in-lateupdate-method))
    
*   Particles: Fixes a crash caused by changing the duration in the editor during playmode. ([1273529](https://issuetracker.unity3d.com/issues/crash-after-an-overflow-in-memory-allocator-when-changing-particle-systems-duration-in-play-mode))
    
*   Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable). ([1253024](https://issuetracker.unity3d.com/issues/crash-on-internalabp-boxmanager-preparedata-when-targetrotation-w-is-set-to-0-and-angular-x-drive-position-spring-is-not-zero))
    
*   Prefabs: Fix crash when using the logging functionality before instantiating prefabs in an enumerator ([1257683](https://issuetracker.unity3d.com/issues/crash-in-transform-gettransformaccess-when-using-the-logging-functionality-before-instantiating-prefabs-in-an-enumerator))
    
*   Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children ([1271021](https://issuetracker.unity3d.com/issues/multi-selecting-and-overwriting-prefab-instances-with-changes-does-not-apply-changes-to-their-outside-prefab-assets))
    
*   Profiler: Fixed m\_SelectedThread not checked for null before accessing during frame selection. ([1248631](https://issuetracker.unity3d.com/issues/profiler-throws-errors-when-play-mode-is-paused-after-closing-and-opening-profiler-window-and-pulling-data-to-profile-analyzer))
    
*   Profiler: Reduced Profiler Window overhead on main thread ([1260050](https://issuetracker.unity3d.com/issues/profiler-profilerframedata-dot-deletethreaddata-generates-over-10000-calls-in-one-frame-when-deep-profiling-the-editor))
    
*   Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. ([1269484](https://issuetracker.unity3d.com/issues/custom-shader-creation-apis-are-missing-the-assetimportcontext-and-thus-cant-handle-includes-correctly))
    
*   Shaders: Fixed HLSLcc doing bad precision downgrading on some cases. ([1228687](https://issuetracker.unity3d.com/issues/min16f-as-def32-modifier-in-fxc-bytecode-not-honored-when-converting-to-spir-v-slash-essl))
    
*   Terrain: Fixed that 'Control Texture Resolution' and'Base Texture Resolution' were not saved. ([1258969](https://issuetracker.unity3d.com/issues/terrain-modifying-only-control-texture-resolution-or-base-texture-resolution-will-not-save-the-modification))
    
*   Terrain: Tree colliders are correctly rotated when random rotation is applied to trees. ([1248407](https://issuetracker.unity3d.com/issues/tree-colliders-are-not-rotated-according-to-their-mesh-when-random-rotation-is-applied))
    
*   XR: Backport fix for Fixing GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode. ([1262524](https://issuetracker.unity3d.com/issues/xr-xr-sdk-getstereoviewmatrix-and-getstereoprojectionmatrix-return-the-same-value-in-both-eyes-in-multi-pass-mode))
    
*   XR: Improved Vulkan memory usage with offscreen swapchains. ([1278553](https://issuetracker.unity3d.com/issues/xr-vulkan-oculus-crash-in-hybrid-renderer-beginrenderpass))
    
*   XR: No longer add the BLUETOOTH permission to the Android manifest if integrated Oculus mobile support is enabled and the Microphone class is in use. ([1261736](https://issuetracker.unity3d.com/issues/android-bluetooth-permission-is-added-to-the-exported-project-when-the-microphone-api-is-used))
    
*   XR: Reduced unnecessary Vulkan backbuffer allocations.
    

#### Changes

*   Scripting: Reintroduced warning that is thrown when a script that is derived from MonoBehaviour has the same name as a built-in component (e.g. Transform)

#### Improvements

*   2D: Update 2D template to use current verified version of 2D packages
    
*   Asset Bundles: Removed main thread file I/O when loading asset bundles asynchronously
    

#### 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