### Known Issues in 2019.4.17f1

*   Asset Import Pipeline: 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))
    
*   Asset Import Pipeline: Prefabs are reimporting every time a code change is made ([1294785](https://issuetracker.unity3d.com/issues/prefabs-are-reimporting-every-time-a-code-change-is-made))
    
*   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))
    
*   IL2CPP: UnityLinker strips classes used with the SerializeReference attribute ([1232785](https://issuetracker.unity3d.com/issues/unitylinker-strips-classes-used-with-the-serializereference-attribute))
    
*   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))
    
*   Profiling: Once paused, the Profiler does not resume recording when profiling WebGL player ([1271012](https://issuetracker.unity3d.com/issues/once-paused-the-profiler-does-not-resume-recording-when-profiling-webgl-player))
    
*   Profiling: \[Profiler\] Hierarchy randomly hides parts of the sample hierarchy if Editor Only Samples are present and set to be Collapsed ([1297955](https://issuetracker.unity3d.com/issues/profiler-hierarchy-randomly-hides-parts-of-the-sample-hierarchy-if-editor-only-samples-are-present-and-set-to-be-collapsed))
    
*   Shader System: Freeze or crash with various stack traces when opening a project while connected to a VPN service ([1025558](https://issuetracker.unity3d.com/issues/editor-freezes-slash-crashes-when-connected-to-nordvpn))
    
*   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))
    
*   WebGL: \[Audio\] "Cannot create FMOD" Error when importing 3D Game Kit project on webGL ([1293595](https://issuetracker.unity3d.com/issues/audio-cannot-create-fmod-error-when-importing-3d-game-kit-project-on-webgl))
    
*   XR: \[XR SDK\]\[Oculus\] EarlyUpdate.XRUpdate spikes inconsistently ([1262597](https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently))
    
*   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))
    

### 2019.4.17f1 Release Notes

#### Fixes

*   2D: Added missing tooltips in the Sprite Skin inspector ([1285255](https://issuetracker.unity3d.com/issues/2d-root-bone-and-bone-properties-tooltip-missing-in-sprite-skin-component))
    
*   2D: Added missing UIElement dependency for 2d common package
    
*   2D: Fixed 2D Animation Package doesn't reflect its dependency to the com.unity.modules.animation package
    
*   2D: Fixed vertical slider handle is not aligned and placed slightly to the right side in the Bone Influence wind ([1260568](https://issuetracker.unity3d.com/issues/2d-animation-vertical-slider-handle-is-not-aligned-and-placed-slightly-to-the-right-side-in-the-bone-influence-window))
    
*   Android: Export gradle project failing when using custom base build.gradle only the first time. ([1245249](https://issuetracker.unity3d.com/issues/android-exporting-a-gradle-project-fails-when-baseprojecttemplates-generated-by-unity-comment-is-removed))
    
*   Android: Fix bug where draws after indirect draw result in corrupt geometry on Adreno ([1271258](https://issuetracker.unity3d.com/issues/particle-system-is-rendered-with-artifacts-android-when-using-opengles3-gprahics-api))
    
*   Android: Fixed issue when Unity Remote system is unable to connect to Android devices due to incorrect adb executable file path. ([1251622](https://issuetracker.unity3d.com/issues/android-unity-remote-doesnt-work-with-android-devices))
    
*   Android: When running external tools, print error messages as two items in Editor console instead of item per line. ([1269685](https://issuetracker.unity3d.com/issues/java-exception-are-using-multiple-lines-in-the-console-instead-of-being-grouped-under-one-error))
    
*   Animation: Fixed a Playmode crash in the Editor that happens after modifying scripts while animating certain UI Components using the Animation Component. ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   Asset Import: Import Fixed issue with ModelImporter not using rotation pivots as centers during pivot conversion when resampleCurves is disabled. ([1283884](https://issuetracker.unity3d.com/issues/animation-stutters-when-resample-curves-option-is-disabled-in-model-import-settings-animation-tab))
    
*   Audio: Fixed audio in timeline preview not pausing/resuming when changing focus between the editor and other applications. (1016423)
    
*   Core: Fixes crash when IME Strings got too long. ([1226610](https://issuetracker.unity3d.com/issues/unity-crashes-when-typing-long-cangjie-keyboard-characters-into-the-input-field))
    
*   Editor: Fixed an issue that would result in the Unity Editor Update Check window opened in an incorrect state followed by the Editor crashing. ([1285668](https://issuetracker.unity3d.com/issues/macos-crash-on-containerwindowdelegate-windowwillclose-when-closing-unity-editor-update-check-window-on-a-new-project))
    
*   Editor: Fixed an issue where clicking the right edge of textures icon in material inspector would open a asset selection window. ([1248553](https://issuetracker.unity3d.com/issues/texture-icon-box-opens-asset-selector-window-instead-of-revealing-the-asset-in-project-browser-when-clicking-on-its-right-side))
    
*   Editor: Fixed exception when deleting folder in Favorite ([1229937](https://issuetracker.unity3d.com/issues/exception-thrown-on-deleting-folder-from-favorites-in-project-browser))
    
*   Editor: Reverted fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault ([1262281](https://issuetracker.unity3d.com/issues/editor-text-is-blurry-when-verdana-is-set-as-the-preferred-editor-font-and-smoothing-slash-anti-aliasing-is-disabled-in-the-os))
    
*   Editor: The Linux editor main window now correctly remembers saved window layout ([1258663](https://issuetracker.unity3d.com/issues/linux-editor-doesnt-restore-window-scale-when-loading-saved-layouts))
    
*   GI: Make GPU lightmapper work on Apple Silicon
    
*   GI: Prevent user from assigning realtimeTexture to a customProbe, and show a warning if he tries. ([1243849](https://issuetracker.unity3d.com/issues/crash-on-reflectionprobes-presentprobe-when-calling-reflectionprobe-dot-renderprobe-in-start-method))
    
*   Graphics: Correct priority for the vfx assets (1284439)
    
*   Graphics: CPU optimisation for graphics memory allocation/deallocations.
    
*   Graphics: Fix missing type check from VFX component sheet, error possible if ([1258022](https://issuetracker.unity3d.com/issues/crash-on-vfxpropertysheetserializedcomponent-readbackfromruntime-when-opening-the-visual-effect-graph-window))
    
*   Graphics: Fix targetTexture rendering black screen when changing it in OnPreRender(). ([1274376](https://issuetracker.unity3d.com/issues/android-onpostrender-post-process-is-not-rendered-if-anti-aliasing-is-enabled))
    
*   Graphics: Fixed corruption that can occur in font characters texture on some iOS 14 devices when using RequestCharactersInTexture. (1290509)
    
*   Graphics: Fixed frame debugger not showing correct keywords when stage-specific shader features are used ([1261620](https://issuetracker.unity3d.com/issues/frame-debugger-does-not-show-all-keywords-used-by-the-shader-when-certain-shader-feature-directives-are-used))
    
*   Graphics: Fixed GLES device leaking texture IDs in some circumstances ([1261513](https://issuetracker.unity3d.com/issues/crash-on-anonymous-namespace-trynamingfbofromattachments-after-leaving-the-editor-idle-for-a-few-hours))
    
*   Graphics: Fixed issue where speedtree textures were becoming unbound after clicking "Regenerate materials". ([1231184](https://issuetracker.unity3d.com/issues/speedtree-regenerate-materials-option-distorts-speedtree-materials-shaders-and-meshes-at-different-lod-levels))
    
*   Graphics: Player crashes with Size overflow in allocator from AllocAndFillInstancedData (hybrid v1) (1289613)
    
*   Graphics: terrain tree imposters transparency fix on GLES ([1287879](https://issuetracker.unity3d.com/issues/mobile-terraintree-billboards-are-not-transparent-and-they-do-not-rotate-towards-player-correctly))
    
*   Graphics: Texture2D arrays will no longer crash when using the metal renderer if the color format is invalid.
    
*   Graphics: Tree billboards now rotate correctly while the camera is moving on mobile platforms ([1242389](https://issuetracker.unity3d.com/issues/mobile-terrain-tree-billboards-not-rotating-while-camera-moving))
    
*   Graphics: \[VFX\] SRP Batcher issues with VFX Shadow-casters ([1296980](https://issuetracker.unity3d.com/issues/vfx-srp-batcher-issues-with-vfx-shadow-casters))
    
*   IL2CPP: Fix a case where an interface could be incorrectly removed from a type when no .ctor for that type was marked. ([1222808](https://issuetracker.unity3d.com/issues/mobile-build-succeeds-but-il2cpp-error-unhandled-exception-system-dot-collections-dot-generic-dot-keynotfoundexception-is-thrown))
    
*   Linux: Fixed game controller and joystick serial numbers ([1269974](https://issuetracker.unity3d.com/issues/linux-input-system-joystick-serial-number-shows-guid-generated-number-instead-of-actual-usb-device-serial-number))
    
*   Mobile: Fix iOS 11+ motion API feature access generating warnings on iOS 10 builds
    
*   Package: Clean up bundled burst packages to reduce installer size
    
*   Package: Debug information for instance methods is now correctly scoped. This means instance variables can now be inspected correctly.
    
*   Package: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.
    
*   Package: Fixed a bug whereby if you had an assembly that was guarded by UNITY\_SERVER, Burst would be unable to find the assembly when Server Build was ticked.
    
*   Package: Fixed a failure on linux builds where libdl.so cannot be found.
    
*   Package: Fixed alignment issues associated with xxHash3 on ArmV7 (case 1288992)
    
*   Package: Fixed issues with Intel intrinsics mm256\_inserti128\_si256, mm256\_bslli\_epi128, mm256\_bsrli\_epi128
    
*   Package: Fixed managed (reference) implementation of mm256\_cvttps\_epi32 (case 1288563)
    
*   Package: Fixed managed implementation of sub\_ss intrinsic
    
*   Package: Made `math.shuffle` compile correctly when non-constant `ShuffleComponent`'s are used.
    
*   Package: When "Enable Compilation" was unchecked in the Burst menu, Burst was incorrectly enabled after an Editor restart. This is now _actually_ fixed.
    
*   Package Manager: Fixed the issue where PackageList have null ref errors when domain reload happens during Asset Store list request
    
*   Package Manager: Packages installed as a dependency are now listed in the 'In Project' tab of Package Manager Window.
    
*   Particles: Limit the rendering cache size to avoid using lots of memory when using multiple cameras. (1270438)
    
*   Playables: Fixed crash in playable graphs when multiple notification receivers callbacks exist and change the source playable graph in a destructive manner ([1290690](https://issuetracker.unity3d.com/issues/multiple-signal-receivers-components-on-a-single-gameobject-can-cause-a-crash-when-signals-target-the-playable-director))
    
*   Profiler: Fix CPU Module Detailed view sorting when search field is active ([1214785](https://issuetracker.unity3d.com/issues/profiler-profiler-entries-arent-sorted-when-using-search-filter-and-sorting-by-column))
    
*   Profiler: Fixed a situation when Profiler remains active even with Profiler window closed in play mode. ([1249581](https://issuetracker.unity3d.com/issues/profiler-keeps-recording-data-when-target-selection-is-set-to-editor-and-the-profiler-window-is-closed))
    
*   Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior ([1242627](https://issuetracker.unity3d.com/issues/the-information-of-the-selected-frame-is-shown-in-module-details-panel-when-the-frame-is-no-longer-displayed-in-the-profiler))
    
*   Scripting: : Fixed crash during Domain Reloads after modifying scripts. ([1262671](https://issuetracker.unity3d.com/issues/crashes-on-mono-class-init-when-entering-play-mode-after-recompiling-scripts))
    
*   Scripting: DEVELOPMENT\_BUILD is included in Assembly define list when EditorUserBuildSettings.development is set to true (1294142)
    
*   Scripting: Fix generic mono array overwrite in bindings code. ([1268308](https://issuetracker.unity3d.com/issues/mono-arraytypemismatchexception-is-thrown-when-using-list-of-generic-icollection))
    
*   Serialization: Ensure that SerializedProperty.DataEquals works consistently even on fields prior to an alignment boundary. (1294238)
    
*   Serialization: SerializeReference reuse polymorphic instances when changing specific values in the inspector. ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Shaders: Fixed allocator errors due to orphaned memory when canceling a build during shader compilation. ([1224325](https://issuetracker.unity3d.com/issues/shaders-tls-allocator-errors-are-thrown-when-cancelling-build-during-compiling-shader-variants-step))
    
*   Shaders: Fixed incorrect shader code generated for Vulkan in some cases when tessellation is used ([1256838](https://issuetracker.unity3d.com/issues/android-testrunner-first-run-of-playmode-tests-fails-for-android))
    
*   Shaders: Fixed out of bounds access to static const arrays in generated GLSL code. ([1276781](https://issuetracker.unity3d.com/issues/opengl-slash-gles-static-const-vector-returns-incorrect-data))
    
*   Terrain: Undoing after removing terrain layer correctly restores alphamaps. ([1276283](https://issuetracker.unity3d.com/issues/terrain-paint-layers-removing-layer-in-the-middle-of-stack-and-then-undoing-changes-all-other-layers))
    
*   UI: Fallback to non SRP when rendering uGUI's profiler rerender even if SRP is in use. ([1275870](https://issuetracker.unity3d.com/issues/profiler-srp-ui-objects-are-not-displayed-and-a-wrong-background-is-displayed-in-the-ui-preview-window-when-srp-is-used))
    
*   UI: OnDrop callback not being called when using a TouchScreen ([1279352](https://issuetracker.unity3d.com/issues/mobile-ondrop-function-is-not-called-when-using-a-touchscreen))
    
*   WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. ([1187965](https://issuetracker.unity3d.com/issues/texture2d-dot-loadrawtexturedata-no-longer-works-on-webgl-with-pvr-and-other-non-dxt-compressed-texture-formats))
    
*   WebGL: Fixed a bug with compressed single channel textures attempting to target unsupported BC4 compression format. ([1274662](https://issuetracker.unity3d.com/issues/webgl-settings-are-automatically-set-to-use-unsupported-format-when-the-texture-has-certain-settings-set))
    
*   XR: Fixed issue where attempting to launch a VR application when default rotation mode was set to autorotate would fail an assertion. (1275158)
    

#### API Changes

*   Editor: Added: Added EditorUtility.IsRunningUnderCPUEmulation to detect whether Unity is running under CPU emulation.

#### Changes

*   Package: Improved our hashing performance some more by re-using fixed-sized buffers in the compiler to improve eager-compilation / warm-cache costs by 1.25x.
    
*   Package: Improved the performance of in-compiler hashing by 1.2x.
    
*   Package: Preserve the frame pointer when debugging is enabled to aid debugging.
    
*   Package Manager: com.unity.purchasing updated to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).
    
*   Shaders: Editor now skips warming up shaders from shader collections in the Preloaded shaders section of Graphics settings
    

#### Improvements

*   Mobile: com.unity.mobile.notifications updated to 1.3.2

#### 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