### Known Issues in 2019.4.30f1

*   Ads: \[Android\] Unity Ad return app to Lock screen ([1281041](https://issuetracker.unity3d.com/issues/android-unity-ad-return-app-to-lock-screen))
    
*   Animation: Inspector not displaying state and transition properties once duplicated ([1251586](https://issuetracker.unity3d.com/issues/inspector-not-displaying-state-and-transition-properties-once-duplicated))
    
*   Asset Import Pipeline: Editor crashes with out of memory while importing a lot of assets (mostly textures) at once, on Windows/DX11 ([1324536](https://issuetracker.unity3d.com/issues/editor-crashes-with-system-out-of-memory-error-when-importing-size-heavy-textures))
    
*   Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode ([1354002](https://issuetracker.unity3d.com/issues/crash-on-audiocustomfilter-getorcreatedsp-when-recompiling-scripts-while-in-play-mode))
    
*   Audio: Crash on AudioMixer\_CUSTOM\_FindSnapshot when passing null as an argument to FindSnapshot() ([1341752](https://issuetracker.unity3d.com/issues/crash-on-audiomixer-custom-findsnapshot-when-passing-null-as-an-argument-to-findsnapshot))
    
*   Global Illumination: \[LightProbes\] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled ([1052045](https://issuetracker.unity3d.com/issues/light-probes-lose-their-lighting-data-after-entering-play-mode-when-baked-and-realtime-gi-are-enabled))
    
*   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))
    
*   Graphics - General: RenderTextures break after switching window focus ([1179935](https://issuetracker.unity3d.com/issues/rendertextures-break-after-switching-window-focus))
    
*   Linux: Menu bar "Assets" submenu items are disabled after visualizing an asset's context menu in Project view ([1346205](https://issuetracker.unity3d.com/issues/menu-bar-assets-submenu-items-are-disabled-after-visualizing-ans-assets-context-menu-in-project-view))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected ([1327408](https://issuetracker.unity3d.com/issues/performance-in-game-view-is-significantly-impacted-by-gfx-dot-waitforpresentongfxthread-when-a-second-monitor-is-connected))
    
*   Mobile: \[Android\] Build fails when there are 680 or more files in the Streaming Assets folder ([1272592](https://issuetracker.unity3d.com/issues/android-build-fails-when-there-are-680-or-more-files-in-the-streaming-assets-folder))
    
*   Mono: Crash on mono\_thread\_get\_undeniable\_exception ([1308625](https://issuetracker.unity3d.com/issues/crash-on-mono-thread-get-undeniable-exception))
    
*   Mono: \[Mono Upgrade\] CommandBuffer native plugin events hang in the Editor ([1308216](https://issuetracker.unity3d.com/issues/commandbuffer-native-plugin-events-hang-in-the-editor))
    
*   Packman: User can't easily configure location of both UPM and Asset Store package local cache ([1317232](https://issuetracker.unity3d.com/issues/user-cant-easily-configure-location-of-both-upm-and-asset-store-package-local-cache))
    
*   Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block ([1324978](https://issuetracker.unity3d.com/issues/crash-on-buildprefabinstancecorrespondingobjectmap-when-overriding-nested-prefab-inside-assetdatabase-dot-startassetediting-block))
    
*   Scripting: Performance degradation when activating or deactivating uGUI GameObject ([1348763](https://issuetracker.unity3d.com/issues/performance-degradation-when-activating-or-deactivating-ugui-gameobject))
    
*   Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights ([1309632](https://issuetracker.unity3d.com/issues/crash-on-progressiveruntimemanager-getgbuffercharttexture-when-entering-uv-charts-mode-before-baking-lights))
    
*   Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts ([1283124](https://issuetracker.unity3d.com/issues/terrain-lit-opacity-as-density-option-causes-alphad-areas-on-the-5th-layer-or-greater-to-appear-with-artifacts))
    
*   WebGL: \[iOS\] Video is not playing ([1288692](https://issuetracker.unity3d.com/issues/webgl-ios-video-is-not-playing-on-ios))
    

### 2019.4.30f1 Release Notes

#### Features

*   Version Control: Added auto sign in when logged into Unity account

#### Improvements

*   Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.
    
*   Burst: Update Burst package to 1.4.11. Please refere to the package change log online here: https://docs.unity3d.com/Packages/com.unity.burst@1.4/changelog/CHANGELOG.html
    
*   Package: Update Addressables to 1.18.9. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html
    
*   Package: Update Scriptable Build Pipeline to 1.19.0. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/changelog/CHANGELOG.html
    
*   Package Manager: Removed confusing function call traces from `upm.log` file. ([1331947](https://issuetracker.unity3d.com/issues/upm-dot-log-shows-minified-function-names-at-debug-logging-level))
    
*   Package Manager: The Package Manager's global cache root folder, which is used to store downloaded packages, can now be configured using the `UPM_CACHE_ROOT` environment variable or the `cacheRoot` key in the user configuration file.
    
*   Particles: Optimize Mesh data stripping vertex channels that are used by particle systems when the mesh is included in assetbundles. ([1313420](https://issuetracker.unity3d.com/issues/addressables-vertex-data-is-lost-when-mesh-is-marked-as-addressable-and-play-mode-script-is-set-to-use-existing-build-1))
    
*   Version Control: Added Checkin and Update confirmation notification
    
*   Version Control: Improved load time performance.
    
*   Web: Updated UnityWebRequest's libCurl backend (used on most platforms)
    
*   WebGL: Improved error messages that are printed when a build to WebGL fails. ([1245847](https://issuetracker.unity3d.com/issues/webgl-il2cpp-development-builds-fail-on-unity-dot-webgl-dot-extensions-slash-programutils-dot-cs-48-when-building-for-webgl-slash-il2cpp))
    

#### API Changes

*   Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages

#### Changes

*   Shaders: Shaders that specify package requirements will no longer produce a parsing error.
    
*   Version Control: Simplified and decluttered UI.
    
*   XR: The Oculus XR Plugin package has been updated to 1.10.0. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.10/changelog/CHANGELOG.html
    
*   XR: Updated XR Legacy Input Helpers to 2.1.8. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.xr.legacyinputhelpers@2.1/changelog/CHANGELOG.html
    

#### Fixes

*   2D: Fixed a crash on Tilemap::SetEditorPreviewTileAsset when trying to painting on an invalid Tilemap component. ([1220442](https://issuetracker.unity3d.com/issues/tile-palette-makes-unity-crash-when-trying-to-paint-a-3x3-square))
    
*   2D: Fixed an issue where SystemInfo.deviceUniqueIdentifier wa not actually being unique on some Windows 7 machines.
    
*   2D: Fixed an issue where user was unable to remove Empty Category in Sprite Editor after changing Sprite Layer name with external image editor. ([1328475](https://issuetracker.unity3d.com/issues/unable-to-remove-empty-category-in-sprite-editor-after-changing-sprite-layer-name-with-external-image-editor))
    
*   AI: Fixed a crash caused by the NavMesh builder code in very rare and specific configurations of the world geometry. ([1329346](https://issuetracker.unity3d.com/issues/crash-with-computetilemeshjob-when-generating-navmesh))
    
*   AI: Fixed a rare crash that happened when an OffMeshLink on the path of the NavMeshAgent was disconnected due to modifications to the underlying NavMesh. ([1298211](https://issuetracker.unity3d.com/issues/crash-on-unityplayer-unitymain-worldtotile-when-using-navmesh-agents))
    
*   AI: Fixed an issue where OffMeshLink and NavMeshLink sometimes were not automatically reconnecting after navigation mesh carving. (1287238)
    
*   Android: Fixed a crash caused by an uncaught "java.lang.IllegalStateException: The specified child already had a parent" that mainly affects Android 7.x. ([1347211](https://issuetracker.unity3d.com/issues/android-crash-with-java-dot-lang-dot-illegalstateexception-the-specified-child-already-has-a-parent))
    
*   Android: Fixed a long startup on Mali GPUs when frame timing stats was enabled. ([1316285](https://issuetracker.unity3d.com/issues/opengles3-android-urp-scenes-are-rendered-after-a-period-of-time-of-black-screen-or-not-rendered-at-all-on-the-build))
    
*   Android: Fixed an issue where a user would have stale touches present after touching the screen with multiple fingers. Previously Unity was incorrectly handling MotionEvent ACTION\_CANCEL event, and was only canceling one touch, where in reality all touches must be canceled. ([1335140](https://issuetracker.unity3d.com/issues/android-inputsystem-callback-is-not-called-for-multiple-touches-after-tapping-the-screen-rapidly-for-about-2-seconds))
    
*   Android: Fixed an isseu where Android build when streaming asset had quote in it's name. ([1281934](https://issuetracker.unity3d.com/issues/android-cannot-build-a-project-when-an-asset-in-the-streamingassets-folder-contains-an-apostrophe))
    
*   Android: Fixed an issue where all microphones were reporting the same recording state when bluetooth microphone was connected. ([1298249](https://issuetracker.unity3d.com/issues/android-microphones-status-is-incorret-for-microphone-dot-isrecording-api-when-connect-with-bluetooth-microphone))
    
*   Android: Fixed an issue where selection highlight appeared above keyboard when "Hide Mobile Input" was enabled. ([1313620](https://issuetracker.unity3d.com/issues/android-tmp-inputfield-selection-highlight-appears-above-keyboard-when-hide-mobile-input-enabled))
    
*   Android: Fixed an issue where there was an unresponsive area just above keyboard when "Hide mobile input" was checked. ([1305663](https://issuetracker.unity3d.com/issues/android-the-area-just-above-the-pop-up-keyboard-is-nonresponsive-when-hide-mobile-input-setting-is-used))
    
*   Android: Fixed an severe disk I/O regression issue on Android 5.0.x. ([1287681](https://issuetracker.unity3d.com/issues/android-5-dot-0-i-slash-o-performance-resources-dot-loadasync-10-30x-slower-on-some-android-5-dot-0-x-devices))
    
*   Asset Pipeline: Fixed an issue for loaded native assets that got unnecessarily reloaded after a domain reload. (1323425)
    
*   Asset Pipeline: Fixed an issue where asset hot-reloading could take place, even when no assets had changed. ([1335843](https://issuetracker.unity3d.com/issues/urp-graphics-dot-drawmeshinstancedindirect-rendering-correctly-after-clicking-an-another-application-slash-refreshing-assets))
    
*   Asset Pipeline: Fixed an issue where duplicating folders and assets would not invokes OnWillCreateAsset callbacks on the duplicated items. ([949423](https://issuetracker.unity3d.com/issues/assetmodificationprocessor-is-not-notified-when-an-asset-is-duplicated))
    
*   Editor: Fixed a Linux editor EndLayoutGroup console error when clicking on Material shader dropdown. ([1287721](https://issuetracker.unity3d.com/issues/urp-linux-endlayoutgroup-error-is-thrown-on-clicking-material-shader-dropdown-in-the-inspector-window))
    
*   Editor: Fixed a Linux editor GTK timeout error when opening tooltips. ([1279878](https://issuetracker.unity3d.com/issues/linux-editor-tooltips-appear-in-the-same-loaction-and-of-the-same-size-as-the-first-one-if-shown-consecutively-one-after-another))
    
*   Editor: Fixed a slow Editor startup times when ShaderCache/EditorEncounteredVariants had grown too large. ([1330453](https://issuetracker.unity3d.com/issues/startup-time-of-the-editor-is-increased-by-2-45-s-according-to-the-size-of-library-slash-shadercache-slash-editorencounteredvariants))
    
*   Editor: Fixed an ArgumentException in the Linux editor when a tab was detached from the primary window.
    
*   Editor: Fixed an issue when Unity editor was in lower display scaling would not remain maximized on Windows. ([1283299](https://issuetracker.unity3d.com/issues/windows-recommended-display-scale-does-not-open-editor-in-complete-fullscreen))
    
*   Editor: Fixed an issue where a maximized instance of Unity on a second, lower resolution display would not remain maximized on that display when the Editor was restarted on Windows. ([1314966](https://issuetracker.unity3d.com/issues/windows-editor-main-window-doesnt-re-open-on-the-secondary-monitor-it-was-on-when-it-was-closed))
    
*   Editor: Fixed an issue where ScreenCapture.CaptureScreenshot in the Editor did not works as expected on Vulkan Graphics API. ([1338579](https://issuetracker.unity3d.com/issues/hdrp-vulkan-screencapture-dot-capturescreenshot-does-not-work-in-the-editor-when-using-hdrp-and-vulkan))
    
*   Editor: Fixed an issue where tablet users had trouble using scrollbars because the splitter gets in the way, since the picking zones were increased for touch (tablet + finger).  
    The behavior is reverted. ([1240329](https://issuetracker.unity3d.com/issues/part-of-a-scrollbar-can-not-be-clicked-and-scrolled-because-window-starts-resizing))
    
*   Editor: Fixed an issue where the Linux editor player settings window was spamming console with error messages. ([1291443](https://issuetracker.unity3d.com/issues/ubuntu-opening-player-settings-spams-console-with-error-messages))
    
*   Editor: Fixed an issue where there was no basic system information logged when launching the Editor to the log file on macOS or Linux. (1325370)
    
*   Editor: Fixed mouse hide issue in windows editor playmode. ([1273522](https://issuetracker.unity3d.com/issues/the-cursor-dot-visible-equals-false-does-not-work-when-inputsystem-package-is-installed))
    
*   Game Core: Fixed a crash caused by invalid data in resource versioning. (1339469)
    
*   GI: Fixed a crash when baking with Enlighten on a system with more than 64 threads. ([1229259](https://issuetracker.unity3d.com/issues/100-percent-crash-when-baking-with-enlighten-on-a-system-with-more-than-64-threads))
    
*   GI: Fixed an issue when TempBuffer<RenderTexture> was not released in memory when using deprecated Realtime Global Illumination. ([1206727](https://issuetracker.unity3d.com/issues/memory-leak-when-using-deprecated-realtime-global-illumination))
    
*   GI: Fixed an issue where Light Probe Proxy Volumes on Automatic mode were not being updated, when baked probe coefficients were changed in the editor while in play mode. ([1265289](https://issuetracker.unity3d.com/issues/proxy-volume-with-refreshmode-equals-automatic-does-not-automatically-update-when-disabling-slash-enabling-baked-lighting-in-build))
    
*   GI: Fixed an issue where there was no Gizmo for the Disc Light. ([1273193](https://issuetracker.unity3d.com/issues/hdrp-disk-light-does-not-have-a-3d-icon))
    
*   Graphics: Fixed a crash with accessing individual pixels on crunch compressed texture. This should now throw an error instead. ([1314831](https://issuetracker.unity3d.com/issues/crash-on-texture2d-getpixelbilinear-when-attempting-to-re-enter-another-scene-after-entering-the-menu))
    
*   Graphics: Fixed a rare async texture uploading deadlock when synchronously blocking. (1353805)
    
*   Graphics: Fixed an issue when dynamic scaling was enabled and a Render Target was attached to a Camera the ScreenTo and ToScreen functions would no longer use the scaled viewport size, instead match the behaviour when a Render Target wat not attached as per the documentation. ([1329240](https://issuetracker.unity3d.com/issues/camera-dot-worldtoscreenpoint-is-producing-different-behavior-with-dynamic-resolution))
    
*   Graphics: Fixed an issue where Encoding RFloat and RHalf to PNG, JPG or TGA would not encode to a grayscale image. ([1325643](https://issuetracker.unity3d.com/issues/encodetopng-stores-grayscale-image-as-rgb-with-the-grayscale-info-in-the-blue-channel-when-rfloat-format-is-used))
    
*   Graphics: Fixed an issue where MeshRenderer would render a mesh when the MeshFilter had been removed while editing the prefab in context. ([1251154](https://issuetracker.unity3d.com/issues/prefab-instance-is-rendered-with-removed-mesh-filter-in-the-prefab-asset))
    
*   Graphics: Fixed an occasional error message if getting trail positions from script. ([1335899](https://issuetracker.unity3d.com/issues/trailrenderer-dot-setposition-will-log-a-index-out-of-bounds-error-when-index-is-in-bounds-of-the-positioncount-property))
    
*   Graphics: Fixed hue variation color selector issue for speedtree7 materials. ([1326227](https://issuetracker.unity3d.com/issues/speedtree-hue-variation-checkbox-plus-color-picker-in-speedtree-material-inspector-color-picker-isnt-usable))
    
*   Graphics: Fixed inconsistencyissue in anisotropic level setting across temporary RenderTextures. (1319319)
    
*   IL2CPP: Fixed a crash in the runtime when a managed thread object had been destroyed was used from a finalizer. ([1341024](https://issuetracker.unity3d.com/issues/il2cpp-crash-when-clearing-up-tcp-threads-in-an-object-finalizer))
    
*   IL2CPP: Fixed an issue where a required System.Uri constructor was being stripped in Medium or High stripping modes. ([1338763](https://issuetracker.unity3d.com/issues/uwp-fails-build-linq-error))
    
*   IL2CPP: Fixed an issue where an embedded resources was not loaded on an assembly processed with ILRepack. ([1323772](https://issuetracker.unity3d.com/issues/il2cpp-build-does-not-load-embedded-resource-when-merged-using-ilrepack))
    
*   IL2CPP: Fixed an issue where unaligned reads and writes which occur in the System.Runtime.CompilerServices.Unsafe.dll assembly (among others) on ARMv7 where not handled properly. ([1343375](https://issuetracker.unity3d.com/issues/android-il2cpp-data-misalignment-crash-in-deserializing-google-protobuf-message-field))
    
*   IL2CPP: Fxed a crash when calling DynamicInvoke on delegate returned from Marshal.GetDelegateForFunctionPointer(). ([1335306](https://issuetracker.unity3d.com/issues/android-il2cpp-app-crashes-when-using-monopinvokecallback-attribute-in-a-project-with-an-il2cpp-scripting-backend))
    
*   iOS: Fixed 'end Encoding' crash when force closing iOS application. ([1329593](https://issuetracker.unity3d.com/issues/ios-crash-on-mtlreportfailure-dot-cold-dot-1-due-to-a-missing-endencoding-call-on-exiting-the-application))
    
*   iOS: Fixed a crash when using several Application.RequestUserAuthorization in coroutine. ([1323715](https://issuetracker.unity3d.com/issues/ios-crash-on-scriptinggchandle-acquire-when-calling-requestuserauthorization-with-an-already-pending-request))
    
*   iOS: Fixed a query of Display native resolution issue. ([1342424](https://issuetracker.unity3d.com/issues/ios-display-dot-main-dot-systemwidth-slash-height-displays-the-rendering-resolution-instead-of-system-resolution))
    
*   iOS: Fixed an issue where Mute Other Audio Sources was not muting background audio on a device when toggled on when Unity audio was enabled. ([1335093](https://issuetracker.unity3d.com/issues/ios-mute-other-audio-sources-is-not-muting-background-audio-on-a-device-when-toggled-on))
    
*   iOS: Fixed an issue where the password input cleared on first character when touch keyboard input was hidden. ([1251498](https://issuetracker.unity3d.com/issues/tmp-ios-password-input-field-with-hidden-mobile-input-deletes-characters-after-re-focus))
    
*   macOS: Fixed an issue where the usage description fields for macOS in player settings were not visible on Windows and Linux editors. ([1323741](https://issuetracker.unity3d.com/issues/missing-microphone-and-camera-ui-fields-in-player-settings-when-opening-the-editor-on-windows-with-macos-target-platform))
    
*   macOS: Fixed Windows and Linux native plugins that were getting included into the generated Xcode project. ([1321049](https://issuetracker.unity3d.com/issues/xcode-macos-copyplugins-phase-in-xcode-build-phases-includes-dll-files))
    
*   Networking: Fixed an issue where UnityWebRequest did not supports gzip compression on Windows. ([1343274](https://issuetracker.unity3d.com/issues/unitywebrequest-fails-on-windows-if-gzip-compression-is-used))
    
*   Nintendo Switch: Fixed a shader precision issue that could cause artifacts in Terrain rendering. (1345800)
    
*   Package Manager: Fixed an issue where removing a project dependency using `PackageManager.Client.Remove` would throw an error when the project manifest has no dependencies property. ([1324067](https://issuetracker.unity3d.com/issues/unityeditor-dot-packagemanager-dot-client-dot-remove-returns-confusing-error-when-project-manifest-does-not-have-a-dependencies-property))
    
*   Particles: Fixed a fog issue in all blend modes of the Standard Unlit shader. ([1297332](https://issuetracker.unity3d.com/issues/fog-color-doesnt-get-applied-on-a-gameobject-when-the-gameobject-uses-particles-slash-standart-unlit-shader))
    
*   Particles: Fixed an occasional error message and invalid bounding box, when using the Collision Module in Planes mode. ([1282268](https://issuetracker.unity3d.com/issues/invalid-worldaabb-errors-are-thrown-when-using-particle-system-with-collision-enabled-and-multiple-planes))
    
*   Physics: Fixed a crash in "PhysicsScene2D::UpdateJoints()". ([1342152](https://issuetracker.unity3d.com/issues/crash-in-fixedjoint2d-when-playing-in-player))
    
*   Prefabs: Fixed an issue where the use could not move/rotate/scale static objects in Prefab Mode when playing. ([1343040](https://issuetracker.unity3d.com/issues/cannot-move-slash-rotate-slash-scale-static-objects-in-prefab-mode-when-playing))
    
*   Profiler: Fixed an issue where the Profiler was showing metadata for sliced samples only in the first frame. (1133819)
    
*   Project Browser: Fixed an issue where the folder icon never changed back to empty icon when the folder was expanded in Project Browser when the last item was removed. ([1330467](https://issuetracker.unity3d.com/issues/folder-icon-never-changes-back-to-empty-icon-when-the-folder-was-expanded-in-project-browser-while-the-last-item-was-removed))
    
*   PS5: Fixed a crash that can occur in ReadbackImage with a R8 texture format. (1348451)
    
*   Scripting: Fixed a crash when closing the editor after a failed AssetBundle.LoadFromStreamAsync operation. ([1331280](https://issuetracker.unity3d.com/issues/crash-after-closing-the-editor-when-broken-asset-bundle-is-loaded-asynchronously))
    
*   Scripting: Fixed an issue where globalgamemanagers.assets to contain scripts that will be part of the player builds. ([1335997](https://issuetracker.unity3d.com/issues/globalgamemanagers-dot-assets-contains-references-to-platform-specific-scripts-when-those-scripts-are-present-in-the-project))
    
*   Serialization: Fixed the issue where Editor freezes when clicking on Presets while being in a Project settings subwindow. ([1334751](https://issuetracker.unity3d.com/issues/editor-freezes-when-clicking-on-presets-while-being-in-a-project-settings-subwindow))
    
*   Shaders: Fixed a crash when attempting to use a compute buffer created with 0 length.
    
*   Shaders: Fixed an issue where the Properties section could not be folded in the Shader Inspector. ([1350236](https://issuetracker.unity3d.com/issues/shader-properties-section-is-not-foldable))
    
*   Shaders: Fixed incorrect memory attribution in the profiler for shader variants. (1328654)
    
*   UI Toolkit: Fixed a corruption of the stencil buffer issue caused by misplaced geometry used to pop masks. ([1332741](https://issuetracker.unity3d.com/issues/uir-moving-a-mask-breaks-masking-performed-by-a-sibling-mask))
    
*   UI Toolkit: Fixed a read only fields mouse dragger issue. ([1337002](https://issuetracker.unity3d.com/issues/read-only-fields-can-be-modified-with-the-mouse-dragger))
    
*   UI Toolkit: Fixed an issue were there was a wrong addressing of dynamic transforms when new atlas slot was used. ([1293058](https://issuetracker.unity3d.com/issues/nodes-dont-contain-any-properties-when-duplicating-a-huge-portion-of-nodes-in-visual-effect-graph))
    
*   UI Toolkit: Fixed an issue where the disabled state did not properly showing after a hierarchical changes were applied. ([1321042](https://issuetracker.unity3d.com/issues/visual-element-enabling-and-disabling-causes-disabled-element-to-not-be-greyed-out))
    
*   UI Toolkit: Fixed an issue with inspector fields failing to get focused when clicks depend on neighboring fields. ([1335344](https://issuetracker.unity3d.com/issues/serialized-attribute-cannot-be-focused-and-written-in-when-it-goes-after-textarea-field))
    
*   Version Control: Fixed a SSO renew token issue after a password change.
    
*   Version Control: Fixed an issue where the contextual menu was not showing up in project view.
    
*   Version Control: Fixed an issue where view was not switching to workspace after creating an Enterprise Gluon workspace.
    
*   Version Control: Fixed some namespace collisions issue with Antlr3.
    
*   Video: Fixed an issue where Audio was delayed when pausing VideoPlayer. ([1316817](https://issuetracker.unity3d.com/issues/android-audio-is-only-stopped-after-a-delay-when-videoplayer-dot-pause-is-called))
    
*   Video: Fixed an issue where a Video clip with unsupported audio track was not usable. ([1327470](https://issuetracker.unity3d.com/issues/video-clip-fails-to-transcode))
    
*   Video: Fixed an issue where Audio did not play during VideoPlayer.Prepare. ([1316819](https://issuetracker.unity3d.com/issues/android-a-few-frames-of-audio-is-played-when-videoplayer-dot-prepare-is-called-with-audio-output-mode-set-to-audio-source))
    
*   Video: Fixed an issue where Audio was desynchronized when playing via AudioSource. ([1304061](https://issuetracker.unity3d.com/issues/android-video-players-audio-is-delayed-when-audio-output-mode-is-set-to-audio-source))
    
*   Video: Fixed an issue where the VideoPlayer was not working on some AMD switchable GPUs. ([1237818](https://issuetracker.unity3d.com/issues/video-player-fails-to-start-playing-and-null-handle-errors-are-thrown-when-running-unity-editor-slash-build-with-specific-hardware))
    
*   Video: Fixed an issue where VideoPlayback was leaked if destroyed while seeking. ([1308317](https://issuetracker.unity3d.com/issues/a-videoplayback-is-leaked-if-you-destroy-a-videoplayer-during-its-in-seeking))
    
*   WebGL: Fixed a WebAssembly trap when a touch point got canceled on mobile devices. ([1262657](https://issuetracker.unity3d.com/issues/webgl-2-dot-0-ios-13-application-on-browser-crashes-when-trying-to-minimize-the-browser-out-of-bounds-trunc-operation))
    
*   Windows: Fixed an issue where Input System was failing to detect gamepad if it was connected during splash screen logos. ([1328742](https://issuetracker.unity3d.com/issues/input-system-gamepad-is-not-recognized-when-it-is-connected-during-splash-screen))
    
*   Windows: Fixed an issue where object selector would not opens in between two windows in side-by-side multi-monitor setups. ([1289440](https://issuetracker.unity3d.com/issues/mesh-slash-material-selection-window-opens-between-2-screens-when-using-dual-monitor))
    
*   Windows: Fixed an issue where SystemInfo.deviceUniqueIdentifier was not actually being unique on some Windows 7 machines. ([1339021](https://issuetracker.unity3d.com/issues/systeminfo-dot-deviceuniqueidentifier-is-not-unique-and-can-be-modified-on-linux))
    
*   Windows: Fixed an issue where the Input System failed to detect a touchscreen device connected after startup. ([1305703](https://issuetracker.unity3d.com/issues/new-input-system-does-not-detect-virtual-touchscreen-device-that-is-enabled-post-app-startup))
    
*   Windows: Fixed an issue where the mouse deltas was always 0 when running Windows in a VM. ([1303445](https://issuetracker.unity3d.com/issues/function-input-dot-getaxis-mouse-x-and-y-axis-in-a-virtual-machine-always-returns-0))
    
*   Windows: Fixed an issue where Windows Standalone builds crashed when the window was resized on startup (for instance, when using -monitor command line argument to move the window to a display with different DPI settings). ([1338515](https://issuetracker.unity3d.com/issues/build-crashes-when-launching-via-cmd-with-monitor-2-while-the-two-monitors-have-different-monitor-scale))
    
*   Windows: Fixed IME composition text duplicating between InputFields due to bugs in 3rd party Chinese IMEs. ([977600](https://issuetracker.unity3d.com/issues/locale-input-from-microsoft-pinyin-chinese-keyboard-is-duplicated-in-unity))
    
*   XR: Fixed an issue where MTLCommandEncoder was nog available at frame submission time for display providers when in XR mode. (1329853)
    
*   XR: Fixed an issue where the Splash screen did not sends correct zNear and zFar values to XRDisplaySystem. (1349851)
    

#### 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