### Known Issues in 2019.4.19f1

*   Asset Import Pipeline: UnobservedTaskException:System.Exception: Failed to load an internal asset stored when using LoadInternalResource ([1296212](https://issuetracker.unity3d.com/issues/asset-load-fails-after-restarting-unity-editor))
    
*   Graphics Device Backends: \[Mac\] Editor crashes on MTLGetEnvCase on startup when metalEditorSupport is set to 0 in the ProjectSettings ([1298617](https://issuetracker.unity3d.com/issues/mac-editor-crashes-on-mtlgetenvcase-on-startup-when-metaleditorsupport-is-set-to-0-in-the-projectsettings))
    
*   Audio: \[editor\]\[fmod\]\[macOS\] Editor is preventing Mac OS from entering sleep mode automatically ([995866](https://issuetracker.unity3d.com/issues/editor-is-preventing-mac-os-from-entering-sleep-mode-automatically))
    
*   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))
    
*   Android: Crash with GenericRemote::CheckAndroidSDKPath when entering play mode ([1302221](https://issuetracker.unity3d.com/issues/crash-on-mono-jit-runtime-invoke-when-entering-play-mode))
    
*   Mobile Rendering: \[Android\]\[URP\]\[OpenGLES\] Only RenderQueue Transparent GameObjects are rendered if Opaque Texture is enabled and MSAA is 4x or 8x ([1303685](https://issuetracker.unity3d.com/issues/android-urp-opengles-only-renderqueue-transparent-gameobjects-are-rendered-if-opaque-texture-is-enabled-and-msaa-is-4x-or-8x))
    
*   iOS: UnityWebRequest doesn't work when using a 14.2+ iOS device ([1299873](https://issuetracker.unity3d.com/issues/ios-unitywebrequest-doesnt-work-when-using-a-14-dot-2-plus-ios-device))
    
*   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))
    
*   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))
    
*   Texture: uGUI in Texture2D is different than in the Game view when calling ToTexture2D() method on a RenderTexture ([1301378](https://issuetracker.unity3d.com/issues/ugui-in-texture2d-is-different-than-in-the-game-view-when-calling-totexture2d-method-on-a-rendertexture))
    
*   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))
    
*   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))
    
*   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))
    
*   Profiling: \[Profiler\] playerLoop call is automatically expanded in Raw Hierarchy when Profiler.CollectEditorStats is expanded in Hierarchy ([1242253](https://issuetracker.unity3d.com/issues/profiler-playerloop-call-is-automatically-expanded-in-raw-hierarchy-when-profiler-dot-collecteditorstats-is-expanded-in-hierarchy))
    
*   UI Toolkit: \[UIR\] Rendering is broken with UIToolkit with many Intel GPUs (driver-bug) ([1309555](https://issuetracker.unity3d.com/issues/rendering-is-broken-with-uitoolkit-with-many-intel-gpus-driver-bug))
    
*   XR: \[XR SDK\]\[Oculus\] EarlyUpdate.XRUpdate spikes inconsistently ([1262597](https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently))
    
*   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))
    
*   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))
    
*   Window Management: A second blank editor window is opened and may cause a crash when opening a project ([1286251](https://issuetracker.unity3d.com/issues/a-second-blank-editor-window-is-opened-and-may-cause-a-crash-when-opening-a-project))
    
*   Scene/Game View: \[Wild Crash\] Editor crashes on mono\_aot\_get\_cached\_class\_info when GizmoSetup has cached an outdated data ([1259765](https://issuetracker.unity3d.com/issues/wild-crash-editor-crashes-on-mono-aot-get-cached-class-info-when-gizmosetup-has-cached-an-outdated-data))
    

### 2019.4.19f1 Release Notes

#### Fixes

*   2D: Fix TilemapRenderer in Individual mode not rendering Tiles with Tilemap Color ([1295449](https://issuetracker.unity3d.com/issues/tilemap-doesnt-change-the-color-of-the-tile-when-the-mode-of-the-tilemap-renderer-is-set-to-individual))
    
*   AI: Fixed exception when requesting a path with a negative agent type ID. ([1278829](https://issuetracker.unity3d.com/issues/navmeshquerys-beginfindpath-returns-an-argumentexception-when-the-agent-type-id-value-is-negative))
    
*   Android: Fix Application.targetFrameRate and Screen.currentResolution.refreshRate on some variable refresh rate displays ([1297149](https://issuetracker.unity3d.com/issues/android-fps-gets-throttled-by-2-slash-3rds-when-application-dot-targetframerate-60-on-pixel-devices-with-90hz-displays))
    
*   Android: Fix regression in 180 degree rotation reporting. ([1273594](https://issuetracker.unity3d.com/issues/android-screen-dot-orientation-does-not-change-if-rotating-device-from-one-landscape-to-the-other-or-from-portrait-to-upside-down))
    
*   Android: SafeArea size not being correctly calculated when resolution is changed. ([1285223](https://issuetracker.unity3d.com/issues/android-screen-dot-setresolution-does-not-set-safe-area-to-correct-values))
    
*   Animation: Fixed crash caused by AnimationState using invalid reference. ([1256962](https://issuetracker.unity3d.com/issues/crash-on-animationstate-get-custom-propclip-when-entering-play-mode-after-recompiling-scripts))
    
*   Asset Pipeline: 'Verify Saving Assets' option causes a NullReferenceException to be thrown when saving certain Assets ([1257929](https://issuetracker.unity3d.com/issues/verify-saving-assets-option-causes-a-nullreferenceexception-to-be-thrown-when-saving-certain-assets))
    
*   Asset Pipeline: Fix for bug where the main object would change after renaming a native asset ([1189089](https://issuetracker.unity3d.com/issues/parent-and-child-nested-scriptable-object-assets-switch-places-when-parent-scriptable-object-asset-is-renamed))
    
*   Asset Pipeline: Fixed an issue where an inconsistency can be introduced in the asset database when duplicating folders - affects ADBv1 only. ([1292015](https://issuetracker.unity3d.com/issues/duplicating-a-folder-creates-two-copies-when-the-folder-contains-two-or-more-assets-1))
    
*   Audio: Fix certain audio clips encoded to Vorbis or for WebGL builds from failing playback despite completing import without errors. ([1293595](https://issuetracker.unity3d.com/issues/audio-cannot-create-fmod-error-when-importing-3d-game-kit-project-on-webgl))
    
*   Build Pipeline: Fix Unity command line player build failing due to invalid path argument to '-buildLinux64Player' ([1285375](https://issuetracker.unity3d.com/issues/linux-command-line-argument-buildlinux64player-fails-to-build-when-using-a-valid-path-name))
    
*   Build Pipeline: Fixed a case where calling GetImplicitAssetBundleName or GetImplicitAssetBundleVariantName on a deleted asset would throw an incorrect exception and return invalid values. ([913864](https://issuetracker.unity3d.com/issues/assetdatabase-dot-getimplicitassetbundlename-throws-assertion-and-returns-a-wrong-result-when-asset-is-being-deleted))
    
*   Build Pipeline: Fixed a case where IOrderedCallback returning int.Max or int.Min could be called in incorrect order. ([1282571](https://issuetracker.unity3d.com/issues/incorrect-iorderedcallback-sort-when-callbackorder-has-int-dot-maxvalue-or-int-dot-minvalue))
    
*   Build Pipeline: Fixed a case where selecting a dll while the Build Window was open could throw exceptions. (1137088)
    
*   Build Pipeline: Fixes instability in Lzma compressor where a complete signal could be fired and the compressor will exit before processing all data. (1170712)
    
*   Editor: added missing keycode mappings for special characters (e.g. ^, ~, |) (1281473)
    
*   Editor: Fixed issue where scene visiblity/picking didn't work with objects in the DontDestroyOnLoad scene. ([1234777](https://issuetracker.unity3d.com/issues/scene-picker-slash-visibility-controls-dont-work-when-objects-are-put-in-a-seperate-scene-by-dontdestroyonload-function))
    
*   GI: Increase numerical stability in tetrahedralization code. ([1287878](https://issuetracker.unity3d.com/issues/lightprobes-influencing-object-shading-on-specific-position-is-not-deterministic-and-causes-artefacts))
    
*   Graphics: Fix Particle System incorrect rendering order when using 'Sorting Fudge'. ([1256788](https://issuetracker.unity3d.com/issues/urp-particle-system-sorting-fudge-is-dependent-on-camera-position-resulting-in-incorrect-render-order-slash-depth))
    
*   Graphics: Fixed cascaded shadows from directional lights suddenly disappearing under certain nearplane/shadow distance constellations. This error was occurring when Stable Fit shadow cascades were used. ([1225499](https://issuetracker.unity3d.com/issues/shadows-get-unexpectedly-culled-when-adjusting-scene-window-size-camera-near-clipping-planes-or-shadow-distance))
    
*   Graphics: fixed metal/vulkan shaders sometimes referencing inputs omitted by the compiler. ([1277144](https://issuetracker.unity3d.com/issues/vulkan-android-shader-compilation-fails-when-building-apk-with-vulkan-graphics-api))
    
*   Graphics: fixed metal/vulkan shaders sometimes referencing outputs omitted by the compiler. ([1290551](https://issuetracker.unity3d.com/issues/metal-ios-shader-compilation-fails-when-running-built-project))
    
*   Graphics: Fixed missing support for coarse/fine derivatives in shader code.
    
*   Graphics: properly warn about double usage in shaders on metal. (1281502)
    
*   Graphics: Texture2D.PackTextured changes so that compressed textures with mips and a padding greater than zero are now decompressed (see documentation for details) ([1063640](https://issuetracker.unity3d.com/issues/textures-do-not-work-with-a-specific-compression-format-when-setting-texture-size-to-1024-and-padding-2))
    
*   IMGUI: Fixed the text cursor becoming invisible if an exception was thrown from inside of SelectableLabel. ([1293370](https://issuetracker.unity3d.com/issues/caret-is-not-visible-in-the-majority-of-search-bars-and-text-fields-after-opening-the-smart-string-information-window))
    
*   iOS: Added iPhone SE 2nd Generation to DeviceGeneration ([1280059](https://issuetracker.unity3d.com/issues/ios-device-dot-generation-returns-deviceunknown-with-some-devices))
    
*   iOS: Fixed game crashing after using Social.LoadUsers and then changing scene ([1270230](https://issuetracker.unity3d.com/issues/ios-il2cpp-crash-on-il2cpp-vm-livenessstate-addprocessobject-when-using-social-dot-loadusers-and-then-changing-scenes))
    
*   Kernel: Print info about which allocator Unity engine is using. (1296992)
    
*   Linux: Fixed crash on startup if the layout file is corrupted. ([1275287](https://issuetracker.unity3d.com/issues/linux-editor-crash-on-opening-old-projects-layout-file))
    
*   Networking: UnityWebRequest: DownloadHandler.text will handle exception if encoding is not supported (fallback to UTF-8) ([1288445](https://issuetracker.unity3d.com/issues/mobile-downloadhander-dot-text-throws-an-exeption-when-reading-a-not-supported-exception))
    
*   Package Manager: Fixed an issue where missing `localhost` in the hosts file configuration could prevent Unity from connecting to the Unity Package Manager. ([1295543](https://issuetracker.unity3d.com/issues/missing-localhost-in-the-hosts-file-configuration-could-cause-the-unity-package-manager-server-to-fail-to-start))
    
*   Package Manager: Fixed issues when using Unity Package Manager on Intel's 10th generation processor. ([1238432](https://issuetracker.unity3d.com/issues/cannot-connect-to-local-package-manager-server-error-is-thrown-when-using-custom-registry-packages-with-10th-generation-intel))
    
*   Package Manager: Fixed issues where updates to outdated Assets does not show up in the Package Manager UI ([1304459](https://issuetracker.unity3d.com/issues/package-manager-doesnt-show-available-updates))
    
*   Prefabs: Fix distorted UI for Prefab override comparison window when a changed component is selected. ([1069062](https://issuetracker.unity3d.com/issues/improved-prefab-ui-distorts-for-prefab-override-comparison-window-when-a-changed-component-is-selected))
    
*   Profiler: Fixed "Show Calls" view not counting Calls correctly for the "Called From" section in Profiler Window ([1180144](https://issuetracker.unity3d.com/issues/profiler-the-cpu-profiler-hierarchy-views-show-calls-view-does-not-count-calls-correctly-for-the-called-from-section))
    
*   Profiler: Prevent the chart separator lines from disappearing when resizing or scrolling in the Profiler window. ([1293049](https://issuetracker.unity3d.com/issues/frame-chart-view-line-separators-disappear-when-resizing-the-chart-height-or-scrolling-through-the-frame-charts-view))
    
*   Scene Manager: Fix GetManagerFromContext crash when unloading a Scene while loading another Scene asynchronously with allowSceneActivation = false ([1092438](https://issuetracker.unity3d.com/issues/getmanagerfromcontext-crash-when-unloading-a-scene-while-loading-another-scene-asynchronously))
    
*   Serialization: Fix crash reordering array of struct, containing SerializeReference fields and non SerializeReference fields as well under certain circumstances. ([1302360](https://issuetracker.unity3d.com/issues/crash-on-walktypetreecomplete-serializedproperty-containsmanagedreferences-2-ismanagedreferencevisitor))
    
*   Serialization: FormerlySerializedAs attribute now correctly new value instead of old value if both are present. ([1296458](https://issuetracker.unity3d.com/issues/variables-use-old-overridden-values-on-prefabs-when-a-variable-has-formerlyserializedas-attribute))
    
*   Serialization: ProjectSettings will now get re-serialized as text instead of as binary. ([1289736](https://issuetracker.unity3d.com/issues/new-asset-files-are-serialized-as-binary-when-the-asset-serialization-mode-in-the-editor-settings-is-set-to-force-text))
    
*   Shaders: Exposed Render Queue control on the Standard shader ([1287934](https://issuetracker.unity3d.com/issues/standard-materials-custom-render-queue-value-gets-reset-to-default-when-switching-inspector-mode-from-debug-to-normal))
    
*   Shaders: fixed handling of the scalar after the matrix that is not 4xN ([1242345](https://issuetracker.unity3d.com/issues/shader-compiler-uses-an-incorrect-variable-in-an-if-statement-when-the-needed-variable-is-defined-bellow-float-type-matrix))
    
*   SpeedTree: A Fix button now will appear in Mesh Renderer and LOD Group component inspector if Unity detects wrong SpeedTree shader is used (for instance Nature/SpeedTree8 shader is used for meshes that come from SpeedTree 7 assets, and vice versa), and will correct them if clicked. ([1237736](https://issuetracker.unity3d.com/issues/gameobject-with-speedtree8-shader-is-distorted-when-moving-trough-lod0-and-lod1-if-fade-mode-is-set-to-speed-tree))
    
*   UI: Add option to not activate the inputfield on selection. Helpful for controller based platforms where navigating to items is required to navigate UI. (1268708)
    
*   Universal Windows Platform: Fixes a rare crash within TouchScreenKeyboard caused by a race condition (1286442)
    
*   Universal Windows Platform: Fixes old TouchScreenKeyboard and XAML forms from being used in XAML HoloLens apps ([1256386](https://issuetracker.unity3d.com/issues/uwp-xaml-build-shifts-from-app-to-a-slate-when-touchscreenkeyboard-is-used))
    
*   Video: VideoPlayer.frameReady not invoked for some frames. ([1187256](https://issuetracker.unity3d.com/issues/macos-videoplayer-dot-frameready-event-doesnt-prepare-a-new-frame-when-the-dropped-frame-is-skipped))
    
*   WebGL: Fix a memory error crash when using the "Convert To Entity" component. ([1254779](https://issuetracker.unity3d.com/issues/out-of-memory-error-appears-in-webgl-player-when-the-scene-has-gameobject-with-convert-to-entity-component))
    
*   Windows: Fix Cursor not updating in the Player when using NewInput ([1238158](https://issuetracker.unity3d.com/issues/cursor-displays-loading-icon-until-game-window-loses-and-regains-focus-when-building-without-splash-screen))
    
*   Windows: We now log the full Windows 10 version including edition, build (with UTR) Version, and architecture when running the editor for better diagnosis. (1251004)
    

#### API Changes

*   Build Pipeline: Added: Backported NonRecursive Dependency Calculation and Fast Asset Representation Build Pipeline APIs for improvements in the Scriptable Build Pipeline.

#### Changes

*   Shaders: Increased the global shader keyword limit to 384.
    
*   XR: The Oculus XR Plugin package has been updated to 1.7.0.
    

#### 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