### Known Issues in 2019.4.12f1

*   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))
    
*   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: Project Startup time slow due to unmatched Custom Dependencies ([1276078](https://issuetracker.unity3d.com/issues/project-startup-time-slow-due-to-unmatched-custom-dependencies))
    
*   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))
    
*   Mobile: \[Android\] Keyboard doesn't show up when trying to input text in an Input Field with Hide Mobile Input checked on Android 11 ([1258071](https://issuetracker.unity3d.com/issues/android-keyboard-doesnt-show-up-when-trying-to-input-text-in-an-input-field-with-hide-mobile-input-checked-on-android-11))
    
*   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))
    
*   Packman: \[Performance\] Compilation and refresh time increases after each script change - Packman ([1274461](https://issuetracker.unity3d.com/issues/compilation-and-refresh-time-increases-after-each-script-change))
    
*   Profiling: Profiler - RawFrameDataIterator ThreadID will always return 0 for profiler frame data loaded from .data files ([1279213](https://issuetracker.unity3d.com/issues/profiler-rawframedataiterator-threadid-will-always-return-0-for-profiler-frame-data-loaded-from-data-files))
    
*   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 in non-collapse mode and with large logs causes Slow asset refresh when modifying any script, 45 second ([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: \[UaaL\] 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))
    

### 2019.4.12f1 Release Notes

#### Fixes

*   2D: Fixed importing files with vector layers generates textures incorrectly ([1266986](https://issuetracker.unity3d.com/issues/importing-psb-files-with-vector-layers-imports-textures-incorrectly))
    
*   2D: Fixed NullReferenceException when creating Preset for SpriteSkin component ([1245149](https://issuetracker.unity3d.com/issues/2d-nullreferenceexception-thrown-on-creating-prefab-of-the-spriteskin-component))
    
*   2D: Fixed Sprite Variant Window does not appear in Sprite Shape Controller Component when selecting a Spline ([1267542](https://issuetracker.unity3d.com/issues/2d-spriteshape-sprite-variant-window-does-not-appear-in-sprite-shape-controller-component-when-selecting-a-spline-pivot-point))
    
*   2D: Fixed unable to add item on Resetting the Preset of the SpriteShapeProfile ([1242910](https://issuetracker.unity3d.com/issues/2d-spriteshapeprofile-unable-to-add-item-on-resetting-the-preset-of-the-spriteshapeprofile))
    
*   2D: Fixed warning message in console when installing 2D Animation sample
    
*   2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 ([1255839](https://issuetracker.unity3d.com/issues/2d-animation-package-has-a-compilation-error-when-the-entities-package-is-installed))
    
*   Android: Force MSAA support for R11G11B10 on Adreno drivers where we force R11G11B10-support ([1265267](https://issuetracker.unity3d.com/issues/when-we-use-hdr-msaa-and-camera-stacking-we-are-rendering-a-white-screen-on-devices-with-an-adreno-gpu))
    
*   Animation: Fixed a memory leak when clearing a playable output notification queue while iterating over this queue. (1266586)
    
*   Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector ([1262203](https://issuetracker.unity3d.com/issues/animation-transitions-box-layout-is-overlapping-with-its-property-window-edge))
    
*   Animation: Fixed flicker of whole animator transition inspector window when resizing it. ([1233111](https://issuetracker.unity3d.com/issues/animation-inspector-window-flickers-on-resizing-when-transition-state-is-selected-in-animator))
    
*   Asset Import: Fixed an issue throwing errors in the console when changing Rig settings of multiple models at once. ([1272865](https://issuetracker.unity3d.com/issues/nullreferenceexception-error-is-thrown-when-more-than-one-avatar-is-selected-and-their-avatars-info-is-updated))
    
*   Asset Import: Replacing an erroneous "=" with "|=" in GarbageCollectSharedAssets (1227148)
    
*   Asset Import: TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu. ([1191644](https://issuetracker.unity3d.com/issues/import-settings-platform-specific-overrides-are-not-updated-in-the-inspector-when-resetting-import-settings-or-applying-a-preset))
    
*   Asset Import: TextureImporter Presets correctly save their per-platform settings when modified ([1225457](https://issuetracker.unity3d.com/issues/presets-dont-record-per-platform-settings))
    
*   Asset Pipeline: Fixed a rare race condition with out of process asset importing.
    
*   Audio: Audio with channel counts larger than 2 specified to be encoded as XMA are now automatically encoded as Vorbis due to limitations in the XMA decoder. (1251528)
    
*   Audio: Fixed an issue where an audio clip playing on the Timeline and routed out via an Audio Component wasn't correctly using a Mixer asset when the output Audio Component's state was toggled. ([1213824](https://issuetracker.unity3d.com/issues/disabling-and-enabling-an-audiosource-component-controlled-by-a-timeline-causes-a-pop-and-ignores-the-mixer-settings))
    
*   Build Pipeline: Fixed regression crash with 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))
    
*   Core: Fixed a bug on macOS/Linux where if a native hardware exception was triggered, the stack was not aligned correctly and could cause a crash. ([1275056](https://issuetracker.unity3d.com/issues/set-the-$rsp-to-a-multiple-of-8-on-posix))
    
*   Editor: Corrected the debug mode for Asset Importer Editors ([1180054](https://issuetracker.unity3d.com/issues/package-manifest-inspector-throws-an-error-when-changing-the-inspector-mode-from-debug-to-normal))
    
*   Editor: Fixed issue when updating package throws ArgumentNull exceptions for versions <= 1.2.3. If updating to In 1.2.4-preview.2 no exceptions is thrown ([1261652](https://issuetracker.unity3d.com/issues/remote-config-package-breaks-on-updating-and-throws-argumentnull-exceptions))
    
*   Editor: Update pubnub origin for collab to continue to support legacy TLS/SSL connections (1274506)
    
*   GI: Radeon Pro denoiser does not work and produces asserts when using CPU lightmapper. ([1272942](https://issuetracker.unity3d.com/issues/cpu-plm-radeon-pro-denoiser-does-not-work-and-produces-asserts))
    
*   Graphics: Correctly fall back to CPU skinning on feature level D3D10.x ([1269149](https://issuetracker.unity3d.com/issues/the-build-does-not-fallback-to-cpu-skinning-when-has-directx-has-feature-level-10-dot-1-or-lower))
    
*   Graphics: Fix memory leak that occurs when loading a Scene with Addressables.LoadSceneAsync which has a large number of Texture references ([1245368](https://issuetracker.unity3d.com/issues/addressables-cause-a-leak-when-loading-a-scene-with-addressables-dot-loadsceneasync-which-has-more-than-40-texture-references))
    
*   Graphics: Fixed CopyTexture not copying non-square mips with a width or height of 1. ([1272789](https://issuetracker.unity3d.com/issues/graphics-dot-copytexture-does-not-copy-information-into-the-last-1x1-mip-of-a-render-textures-mipchain))
    
*   Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources ([1220572](https://issuetracker.unity3d.com/issues/sparsetexture-clears-the-first-six-loaded-mips-when-the-7th-mip-is-loaded))
    
*   IL2CPP: Correct IL2CPP\_SIZEOF\_VOID\_P defines ([1234885](https://issuetracker.unity3d.com/issues/sizeof-void-p-is-not-defined-in-il2cpps-field-dot-cpp))
    
*   IL2CPP: Fix memory corruption accessing generic structs with StructLayoutAttribute.Size in arrays. ([1254451](https://issuetracker.unity3d.com/issues/il2cpp-crash-on-list-1-add-mba0fdf41792a78b3eb9e395d711706e268313f0f-gshared-when-trying-to-run-il2cpp-build))
    
*   IL2CPP: Fixed error "Attempting to constrain an invalid type" when making a constrained call on a by ref parameter with a modreq or modopt modifier ([1265192](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-using-microsoft-dot-aspnetcore-dot-server-dot-kestrel-dot-core-dot-dll))
    
*   IL2CPP: Properly throw an exception from a finally block nested in a try/catch block. ([1248673](https://issuetracker.unity3d.com/issues/il2cpp-exceptions-in-looped-finally-blocks-are-not-thrown-in-il2cpp-builds))
    
*   IL2CPP: Throw a TypeLoadException for a recursively defined type. ([1259566](https://issuetracker.unity3d.com/issues/crash-when-getting-type-of-a-generic-with-il2cpp-backend))
    
*   iOS: Fixed memory corruption under rare circumstances ([1256815](https://issuetracker.unity3d.com/issues/getting-a-heap-corruption-crash-in-a-malloc-at-boot-time))
    
*   License: Fixed an issue where Unity installers could display out-of-date terms of service. ([1271930](https://issuetracker.unity3d.com/issues/the-terms-of-service-in-the-installer-are-out-of-date))
    
*   macOS: Fix mouse position in fullscreen when black bars are present ([1254446](https://issuetracker.unity3d.com/issues/mouse-clicks-are-offset-when-using-a-specific-players-screen-aspect-ratio))
    
*   Package Manager: Disable _Cancel_ button in the Package Manager progress pop-up. ([1253133](https://issuetracker.unity3d.com/issues/packman-enable-and-disable-process-does-not-suspend-on-clicking-on-cancel-button-in-the-popup))
    
*   Package Manager: Fix arrows and vertical scroll bars UI glitch
    
*   Package Manager: Fix error in the console when cloning a collab project ([1183548](https://issuetracker.unity3d.com/issues/collab-error-messages-searching-and-fetching-packages-offline-when-re-downloading-collab-project))
    
*   Package Manager: Fix Package Manager dialog box could be empty if the error message was too long ([1261282](https://issuetracker.unity3d.com/issues/packman-package-manager-dialog-box-is-displayed-empty-when-the-error-message-is-long))
    
*   Package Manager: Package manager should show the Custom package suffixes. ([1262982](https://issuetracker.unity3d.com/issues/packman-custom-package-suffixes-other-than-preview-are-not-shown-in-the-package-manager))
    
*   Profiler: Fixes issue with continuous clicking not working on the profiler timeline gui scroll bars ([1238871](https://issuetracker.unity3d.com/issues/profiler-mouse-scroller-is-not-working-for-timeline-view-in-the-profiler-window))
    
*   SceneManager: Make sure you can't load scenes from script while exiting playmode. ([1266194](https://issuetracker.unity3d.com/issues/building-project-when-two-identical-scenes-are-open-crashes-the-editor))
    
*   Scripting: Fix performance regression when loading struct fields. ([1276888](https://issuetracker.unity3d.com/issues/performance-regression-matrix4x4-multiplication-significantly-slower))
    
*   Scripting: Fixed a hang that would occur when there is incorrectly set time zone data in the windows registry ([1256569](https://issuetracker.unity3d.com/issues/project-never-loads-when-time-zones-registry-has-missing-keys))
    
*   Scripting: Fixed issue where RuntimeInformation.IsOSPlatform would check the filesystem for a .dylib to see if the operating system was OSX. It now will reference Environment.Platform which makes a native call to check which OS we are on. (1267836)
    
*   Scripting: Fixed runtime crash when accessing invalid address under debugging ([1269030](https://issuetracker.unity3d.com/issues/debugger-crashes-when-inspecting-invalid-memory))
    
*   Scripting: Invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy ([1269569](https://issuetracker.unity3d.com/issues/invalid-windows-proxy-configuration-causes-nullreferenceexception-to-be-thrown-incorrectly))
    
*   Shaders: Unity will no longer crash when importing a project from an external drive formatted as exFAT on MacOS. ([727114](https://issuetracker.unity3d.com/issues/osx-shader-import-in-an-external-exfat-drive-crashes-unity))
    
*   Terrain: Fix incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing. ([1191833](https://issuetracker.unity3d.com/issues/a-tree-couldnt-be-loaded-because-the-prefab-is-missing-error-is-thrown-when-importing-package-with-terrain-asset-with-trees))
    
*   Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument. ([1195302](https://issuetracker.unity3d.com/issues/terrain-with-draw-instanced-does-not-render-when-built-with-batchmode-and-the-nographics-options))
    
*   Video: Fixed a race condition that could result in a crash when running play mode tests on Mac. (1254242)
    
*   XR: Fix built-in shaders when using HDRP XR single-pass ([1211332](https://issuetracker.unity3d.com/issues/hdrp-xrsdk-most-of-the-shaders-are-rendered-to-one-eye-when-single-pass-instanced-and-srp-batcher-are-turned-on))
    

#### API Changes

*   Animation: Added: A new parameter was added to the MatchTarget function for auto matching completion in case of interruption
    
*   Build Pipeline: Added: Added internal API to capture performance data from the ContentBuildInterface methods.
    
*   iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4
    

#### Changes

*   Android: Bump Android Logcat verified version to 1.2.0
    
*   Timeline: Updated Timeline package version to 1.2.17
    

#### Improvements

*   UI: Add soft masking to the RectMask2D. This gives the RectMask some alpha fade or X pixels. Also added the ability to add padding to the size of the Mask allowing for the user to extend the masking area without effecting the RectTransform

#### Features

*   Package Manager: Added a UI for users to manage their Scoped Registries from inside the Editor. Also added a popup alert for when Scoped Registries are added to their project from outside that Scoped Registries management UI. The Scoped Registries management UI is automatically opened when the popup shows.

#### 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