### Known Issues in 2019.4.14f1

*   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))
    
*   Animation: The Inspector is empty when selecting the Blend Tree that has been copied and pasted of other Blend Tree ([1274572](https://issuetracker.unity3d.com/issues/the-inspector-is-empty-when-selecting-the-blend-tree-that-has-been-copied-and-pasted-of-other-blend-tree))
    
*   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: Texture Assets are reimported when the launched Editor is recovering from an unexpected close if there were compilation errors ([1264055](https://issuetracker.unity3d.com/issues/texture-assets-are-reimported-when-the-launched-editor-is-recovering-from-an-unexpected-close-if-there-were-compilation-errors))
    
*   Audio: "Unknown platform passed to AudioImporter" error is thrown when selecting an audio file and UWP support is installed ([1279810](https://issuetracker.unity3d.com/issues/unknown-platform-passed-to-audioimporter-error-is-thrown-when-selecting-an-audio-file-and-uwp-support-is-installed))
    
*   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))
    
*   IMGUI: Editor performance loss when selecting an object in the Select Object window ([1285342](https://issuetracker.unity3d.com/issues/editor-performance-loss-when-selecting-an-object-in-the-select-object-window))
    
*   Inspector Framework: Double-clicking a script in the Inspector window does not open the External Script Editor ([1287702](https://issuetracker.unity3d.com/issues/double-clicking-a-script-in-the-inspector-window-does-not-open-the-external-script-editor))
    
*   Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked ([1248389](https://issuetracker.unity3d.com/issues/linux-inputsystems-mouse-delta-values-do-not-change-when-the-cursor-lockstate-is-set-to-locked))
    
*   Mobile: \[Android\]\[IL2CPP\] App crashes during launch with "Using memoryadresses from more than 16GB of memory" messages on Android 11 ([1284525](https://issuetracker.unity3d.com/issues/android-il2cpp-empty-project-crashes-on-launch-with-using-memoryadresses-from-more-than-16gb-of-memory-messages))
    
*   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))
    
*   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: \[SerializedField\] 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: \[SerializeReference\] 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))
    
*   ShaderGraph: \[Shadergraph\] Color picker in shader graph doesn't work ([1289161](https://issuetracker.unity3d.com/issues/shadergraph-color-picker-in-shader-graph-doesnt-work))
    
*   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))
    
*   iOS: Crash on il2cpp::vm::LivenessState::AddProcessObject when using Social.LoadUsers and then changing scenes ([1270230](https://issuetracker.unity3d.com/issues/ios-il2cpp-crash-on-il2cpp-vm-livenessstate-addprocessobject-when-using-social-dot-loadusers-and-then-changing-scenes))
    
*   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))
    

### 2019.4.14f1 Release Notes

#### Fixes

*   2D: \[Android\]\[SpriteAtlas\] totalSpriteSurfaceArea get reserialized when switching build platforms ([1273235](https://issuetracker.unity3d.com/issues/android-spriteatlas-totalspritesurfacearea-get-reserialized-when-switching-build-platforms))
    
*   Android: Fix error when exporting Gradle project that contains .aar files to the same location ([1246663](https://issuetracker.unity3d.com/issues/unable-to-export-aar-file-more-than-once-in-an-android-project))
    
*   Android: Fix memory leak when using obb ([1207718](https://issuetracker.unity3d.com/issues/memory-usage-increases-while-switching-application-to-background-and-back-when-obb-expansion-files-are-used-in-the-project))
    
*   Android: Fix missing low mip map levels when using OpenGL ES and ETC textures ([1224851](https://issuetracker.unity3d.com/issues/android-opengles-reflection-probes-issue-when-built))
    
*   Asset Import: FBX Meshes are imported deterministically between MacOS and Windows. (1281393)
    
*   Asset Import: Substance files do not display an import warning anymore when the substance plugin is correctly set up in a new project. ([1221240](https://issuetracker.unity3d.com/issues/substance-designer-material-support-warnings-are-thrown-on-project-load-even-when-the-plugin-is-installed))
    
*   Asset Pipeline: Fix assert in loaded asset management - 'it->second.IsValid() that could get triggered for default imported assets ([1268154](https://issuetracker.unity3d.com/issues/asset-import-errors-thrown-on-creating-a-project-using-microgame-templates))
    
*   Asset Pipeline: Fix for RefreshProfiler reporting numbers not aligned with log text (1281837)
    
*   Audio: Synchronize audio source playing state with timeline clip playing state ([1146694](https://issuetracker.unity3d.com/issues/audiosource-dot-isplaying-is-set-to-false-when-audio-is-being-played-through-a-playable-director))
    
*   Editor: Fixed -api-profile flag causing editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText being configured in ProjectSettings/EditorSettings.asset.
    
*   Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
    
*   Editor: Fixed an issue causing unintended CPU usage when the editor is unable to reduce GI cache file size. ([1176913](https://issuetracker.unity3d.com/issues/high-cpu-load-when-editor-is-trying-to-trim-full-gi-cache))
    
*   Editor: Fixed an issue with copy pasting a GameObject selection to a different level of the scene hierarchy ([895240](https://issuetracker.unity3d.com/issues/copy-slash-pasting-multiple-objects-to-a-different-hierarchy-level-reverses-or-randomizes-their-pasted-order))
    
*   Editor: Fixes the first layout preset in the list which disappears when Editor is recompiled. ([1265482](https://issuetracker.unity3d.com/issues/first-layout-preset-in-the-list-disappears-when-editor-is-recompiled))
    
*   Editor: Preserve meta file info when drag-copying assets in the Project Window. ([1276574](https://issuetracker.unity3d.com/issues/ctrl-plus-drag-or-option-plus-drag-on-an-asset-with-unsaved-changes-will-copy-an-asset-without-the-unsaved-changes))
    
*   GI: Fix Sphere.IsInside ([1271048](https://issuetracker.unity3d.com/issues/hdrp-directional-light-artefacts-in-2020-dot-2-0a21))
    
*   GI: Fixed an issue where Enlighten would run on build despite being disabled. (1258154)
    
*   Graphics: Draw calls done in script are now displayed correctly when the Frame Debugger is connected to remote players. ([1261959](https://issuetracker.unity3d.com/issues/mobile-draw-mesh-instanced-is-not-showed-in-frame-debbuger-on-mobile-devices))
    
*   Graphics: Fix an issue where in some cases, Custom Render Textures would not be rendered (generally with asset bundles or in a standalone build) ([1281400](https://issuetracker.unity3d.com/issues/android-customrendertexture-does-not-render-on-android-devices-when-the-shader-in-use-is-created-from-the-documentation))
    
*   Graphics: Fix shader compilation for OpenGL ES when using shadow samplers (1271470)
    
*   Graphics: Fixed terrain trees showing both baked and realtime shadows when using a static prefab ([1122324](https://issuetracker.unity3d.com/issues/static-gameobjects-that-belong-in-terrain-casts-realtime-shadows))
    
*   Graphics: Fixes compute buffer corruption in instance rendering (1284433)
    
*   Graphics: Initialize intermediate tree renderer with AABB::zero instead of NaN to prevent printing warnings which tank performance ([1278058](https://issuetracker.unity3d.com/issues/2-30-minute-delays-when-loading-culling-performance-scene))
    
*   Graphics: Log an error and skip draw when using CustomRenderTexture with and incompatible shader and Vulkan API ([1263116](https://issuetracker.unity3d.com/issues/android-vulkan-using-customrendertexture-result-in-black-screen-nothing-rendered-on-a-specific-project))
    
*   Graphics: VFX Selection outline issues when Output Mesh is used in the effect. Restores the world transform of GfxDevice after the RenderCommand to avoid the unwanted transform accumulation. ([1218472](https://issuetracker.unity3d.com/issues/scene-vfx-selection-outline-issues-when-output-mesh-is-used-in-the-effect))
    
*   iOS: Prevent a possible hang on shutdown after UnityWebRequest is used with TLS. ([1233486](https://issuetracker.unity3d.com/issues/ios-tvos-application-dot-quit-freezes-the-application-if-unitywebrequest-was-called))
    
*   Package Manager: Fix 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))
    
*   Particles: Fixed BakeTrails using the wrong transform position. ([1250834](https://issuetracker.unity3d.com/issues/particlesystemrenderer-baketrailsmesh-produces-a-trail-mesh-with-additional-tail-vertices-which-lead-to-a-pivot-of-the-object))
    
*   Particles: Fixed crash when using BakeTrails with `Attach Ribbons to Transform`
    
*   Particles: Fixed world space Ribbon trails using the wrong transform position when Attach Ribbons To Transform was enabled. ([1263178](https://issuetracker.unity3d.com/issues/ribbon-trail-with-attach-ribbons-to-transform-checked-and-simulation-space-property-set-to-world-is-attached-to-00-0-position))
    
*   Physics: Update Scripting API documentation for SwapBodies ([1154942](https://issuetracker.unity3d.com/issues/anchor-and-connectedanchor-gizmos-are-shown-in-incorrect-position-when-swap-bodies-in-configurable-joint-is-active))
    
*   Prefabs: Fix Editor crashes/hangs when using PrefabUtillity.SetPropertyModifications() where some propertymodification.target are invalid (null). (1276769)
    
*   Prefabs: Fixes bug: PrefabImporter crashes when it can't allocate a preview scene  
    Now user code no longer interferes with prefab importer's preview scenes. ([1246844](https://issuetracker.unity3d.com/issues/editor-crashes-slash-freezes-when-calling-prefabutility-dot-saveasprefabassetandconnect-function))
    
*   Profiler: Fix load of Profile Capture data files made with Unity 2017.4 - 2018.3 ([1193516](https://issuetracker.unity3d.com/issues/unable-to-load-a-profile-capture-from-unity-2017-when-unity-2018-or-above-is-used))
    
*   Profiler: Fixed an Assert and Deadlock getting triggered in ProfilerHistory::SetSelectedPropertyPath when called, e.g. via UnityEditorInternal.ProfilerDriver.selectedPropertyPath, while no frame data is loaded into the Profiler. ([1278249](https://issuetracker.unity3d.com/issues/hold-on-window-appears-and-loads-infinitely-when-setting-profilerdriver-dot-selectedpropertypath-while-the-profiler-holds-no-frames))
    
*   Profiler: Fixes issue where parts of thread names were being clipped in the timeline view in the profiler. The thread name will now shorten with "..." at the end and have a tooltip to show the full name. ([1281932](https://issuetracker.unity3d.com/issues/profiler-thread-pool-i-slash-o-selector-text-is-clipped-in-scripting-thread-drop-down))
    
*   Profiler: The UI System Preview Window in the UI Profiler module now has its title set correctly. ([1238881](https://issuetracker.unity3d.com/issues/profiler-ui-system-preview-window-title-is-not-user-friendly))
    
*   Scripting: Fix modules being disabled by a platform not getting reenabled when switching platforms which could cause incorrect compiler errors. ([1196164](https://issuetracker.unity3d.com/issues/osx-switching-an-urp-template-projects-build-target-to-tvos-will-create-reference-errors-to-xrsettings))
    
*   Serialization: Make sure that when objects are created as part of a deserialization process we call class default initializers. ([1253433](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-fields-with-default-initializers-become-null-after-entering-playmode))
    
*   UI Elements: Fixed visual artifacts occurring when resizing windows ([1218455](https://issuetracker.unity3d.com/issues/imgui-vertical-scrollbar-flickers-in-the-inspector-on-resizing-the-window))
    
*   UI Toolkit: Using PropertyField for Array types in the Inspector allows customized label value on the Foldout. ([1214572](https://issuetracker.unity3d.com/issues/uielements-visual-elements-propertys-label-cannot-be-changed-when-it-is-an-array))
    
*   Universal Windows Platform: Fixed excessive memory usage when application gets suspended. (1279629)
    
*   Universal Windows Platform: Fixed Y coordinate on new input system when running on non-100% scaled display. ([1278638](https://issuetracker.unity3d.com/issues/mouse-position-on-y-axis-on-uwp-is-broken-when-display-scaling-is-set-to-non-100-percent-scaling))
    
*   Version Control: Fixed asset renames not being detected in Collab until the asset was reimported. ([1232838](https://issuetracker.unity3d.com/issues/added-asset-changes-are-lost-in-unity-collaborate-when-renaming-new-assets-with-asset-import-pipeline-v2-enabled))
    
*   Version Control: UnityYAMLMerge : Fixed an issue where duplicate keys could cause empty data to be output, and improved transform mapping to work with a wider range of Unity versions ([1258865](https://issuetracker.unity3d.com/issues/unityyamlmerge-generates-an-empty-prefab-when-merging-a-custom-prefab-with-itself))
    
*   Video: Use 2d spatial blending when playing audio in direct mode ([1276611](https://issuetracker.unity3d.com/issues/videoplayer-plays-sound-in-mono-when-audio-output-mode-is-set-to-direct-and-the-video-playing-has-2-channels))
    
*   WebGL: Fixed DST time computation for locales that have changed their DST behavior since year 2000. (e.g. Lithuania). ([1179945](https://issuetracker.unity3d.com/issues/webgl-datetime-dot-tolocaltime-does-not-convert-to-local-time-in-build-when-using-chrome-slash-firefox-slash-opera-browsers))
    
*   XR: Fix incorrect projection, incorrect camera reference, and error spam when using WebCamTexture on HoloLens 2. (1284433)
    
*   XR: Update verified packages for AR Foundation and related packages.
    
*   XR: Warn the user when capabilities needed for Holographic App Remoting are not set.
    

#### API Changes

*   Android: Added: Add API level 29 and 30 to AndroidSdkVersions enum.

#### 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