### Known Issues in 2019.4.31f1

*   Asset Bundles: Building process of the AssetBundles is slow when the file count is huge ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   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))
    
*   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: 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))
    
*   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))
    
*   Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded ([1364643](https://issuetracker.unity3d.com/issues/profiler-dot-gettotalallocatedmemorylong-increases-when-scene-is-loaded-and-unloaded))
    
*   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))
    
*   uGUI: Poor performance when loading or unloading a large Scene ([1360901](https://issuetracker.unity3d.com/issues/poor-performance-when-loading-or-unloading-a-large-scene))
    
*   Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file ([1340340](https://issuetracker.unity3d.com/issues/crash-on-windowsvideomedia-stepallstreams-when-reimporting-a-m4v-file))
    
*   WebGL: \[iOS\] Video is not playing ([1288692](https://issuetracker.unity3d.com/issues/webgl-ios-video-is-not-playing-on-ios))
    

### 2019.4.31f1 Release Notes

#### Features

*   Android: Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices. These changes also include input-related and windowing improvements for Chrome OS.
    
*   Package: Updated ProBuilder 4.5.2. See the package change list for full list.
    
*   Version Control: Added ability to allow empty checkin messages.
    
*   Version Control: Added ability to modify assets without checkout.
    
*   Version Control: Added auto-login for SSO credentials handler.
    
*   Version Control: Added empty checking message localization.
    
*   Version Control: Added horizontal scroll bar to Changesets list for easier viewing.
    
*   Version Control: Added metrics for changeset tab usage.
    
*   Version Control: Added metrics for checkin actions.
    
*   Version Control: Added missing API documentation.
    
*   Version Control: Added new Undo icon.
    
*   Version Control: Added notification icon for incoming changes to Plastic toolbar button.
    
*   Version Control: Added Plastic toolbar button to Unity editor.
    

#### Improvements

*   Android: Add property PlayerSettings.Android.optimizedFramePacing API ([1329232](https://issuetracker.unity3d.com/issues/optimized-frame-pacing-option-is-not-available-when-referencing-it-via-android-player-settings-in-a-script))
    
*   Asset Import: Improved loading performances of import settings for models with a lot of animation clips. ([1338096](https://issuetracker.unity3d.com/issues/inspector-import-settings-are-slow-to-load-when-selecting-a-model-with-a-lot-of-animations))
    
*   Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. ([1352803](https://issuetracker.unity3d.com/issues/stack-overflow-exceptions-is-thrown-when-using-system-dot-io-dot-monoio-dot-seek-and-assetbundle-dot-loadfromstreamasync))
    
*   Editor: Added support for duplicate component names to UnityEvent selection popup. ([1309997](https://issuetracker.unity3d.com/issues/unityevents-cant-differentiate-between-components-that-have-equal-names))
    
*   Graphics: Reduced main thread hitching caused by Shader loading.
    
*   iOS: Reduce memory usage for small uploads in UnityWebRequest. (1355235)
    
*   Shaders: Enabling "Optimize mesh data" in player settings no longer makes the build process significantly slower. ([1349093](https://issuetracker.unity3d.com/issues/building-time-increases-when-optimize-mesh-data-is-enabled))
    

#### API Changes

*   Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache.

#### Changes

*   Android: Updated Android Logcat package to 1.2.3.
    
*   Code Editor: Updated com.unity.ide.vscode to 1.2.4.
    
*   Editor: Updated com.unity.cinemachine to 2.6.10.
    
*   Services: Updated analytics package. Constantly repopulating a list of strings was causing the inspector panel for the analytics tracker to spam autosave in some cases ([1150985](https://issuetracker.unity3d.com/issues/a-loop-of-prefab-autosave-begins-when-adding-a-parameter-to-analytics-event-tracker-in-prefab-editing-mode))
    
*   Version Control: Changed "Launch Plastic" to "Launch Plastic SCM" in options menu.
    
*   Version Control: Changed Launch branch explorer into an icon with tooltip.
    
*   Version Control: Improved refresh icon resolution.
    
*   Version Control: Moved changesets time period selector to the right corner of the window.
    
*   Version Control: Moved incoming change prompt and button into a status bar.
    
*   Version Control: Moved number of selected items next to "Item" metadata title on the Pending Changes tab.
    
*   Version Control: Moved refresh button to the toolbar at the top right corner of the window.
    
*   Version Control: Moved search bar to the top right global icon section in all tabs.
    
*   Version Control: Reduced default number of columns in changesets tab.
    
*   Version Control: Removed "Changes of changeset" header on the Changesets tab.
    
*   Version Control: Removed the hide changes button in changesets tab.
    
*   Version Control: Removed the unneeded refresh button from History Tab.
    
*   Version Control: Status bar visible across all tabs.
    
*   Version Control: The number of changesets is no longer displayed in changesets tab.
    
*   Version Control: Updated capitalization of options in the Settings context menu.
    
*   Version Control: Updated file status icons.
    
*   Version Control: Updated tab button styling to be consistent with Unity Editor conventions.
    
*   Version Control: Wording change for plastic installation.
    

#### Fixes

*   2D: Fixed a potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)
    
*   2D: Fixed a vertices winding order for square polygonal Sprite generation issue. ([1289069](https://issuetracker.unity3d.com/issues/the-square-sprite-is-facing-the-opposite-direction-when-a-standard-material-is-applied-to-it))
    
*   2D: Fixed an issue where all open Scenes would get dirty when editing a SpriteShape Spline. ([1346430](https://issuetracker.unity3d.com/issues/all-open-scenes-get-dirty-when-editing-a-spriteshape-spline))
    
*   2D: Fixed an issue where Sprite outline in the Skinning Editor was not rendered based on Sprite's geometry. (1335586)
    
*   2D: Fixed an issue which prevented the bone order to be rearranged in the Bone Influence tool.
    
*   AI: Fixed issue where the NavMesh was generated over a mesh marked as "Not Walkable". ([1109195](https://issuetracker.unity3d.com/issues/navmesh-is-created-on-top-of-the-object-when-it-is-set-as-not-walkable-and-the-object-is-close-to-any-walkable-object))
    
*   Android: Fixed cameras with depth only clear flickering or not rendering on Adreno devices issue. ([1314872](https://issuetracker.unity3d.com/issues/opengles3-mobile-objects-with-shaders-flickering-when-using-urp-plus-camera-stacking))
    
*   Asset Import: Fixed an issue where textures could not be extracted when the FBX file is located in a writeable package. ([1329339](https://issuetracker.unity3d.com/issues/textures-are-not-extracted-with-extract-textures-button-when-trying-to-extract-in-the-packages-folder))
    
*   Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. ([1341752](https://issuetracker.unity3d.com/issues/crash-on-audiomixer-custom-findsnapshot-when-passing-null-as-an-argument-to-findsnapshot))
    
*   Editor: Fixed an issue that was spamming the Unity hub with infinite organization info requests from the Editor. ([1358817](https://issuetracker.unity3d.com/issues/editor-2019-and-2020-spams-hub-with-getorginfo-request-every-split-second))
    
*   Editor: Fixed an issue where the inspector did not displaying state and transition properties once duplicated. ([1251586](https://issuetracker.unity3d.com/issues/inspector-not-displaying-state-and-transition-properties-once-duplicated))
    
*   Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames ([1294730](https://issuetracker.unity3d.com/issues/time-dot-unscaledtime-and-time-dot-fixedunscaledtime-do-not-update-when-stepping-through-frames), [1360931](https://issuetracker.unity3d.com/issues/frame-stepping-not-working-on-addressables-operations))
    
*   Editor: Fixed an issue with nested enumerator execution order.
    
*   GI: Fixed an issue when the Editor crashed on EnlightenSceneMapping::GetTerrainChunkUVST when loading a scene with a corrupt Lighting Data Asset. ([1325758](https://issuetracker.unity3d.com/issues/editor-crashes-on-enlightenscenemapping-getterrainchunkuvst-when-loading-scene-with-corrupt-lighting-data-asset))
    
*   GI: Fixed an issue where the LightProbes.needsRetetrahedralization did not get invoked in IL2CPP builds. ([1338514](https://issuetracker.unity3d.com/issues/lightprobes-dot-needsretetrahedralization-doesnt-get-invoked-in-il2cpp-builds))
    
*   Graphics: Fixed a crash during import in very large projects. ([1339246](https://issuetracker.unity3d.com/issues/editor-crashes-on-vk-databuffer-createresource-during-import-process-when-using-vulkan-graphics-api))
    
*   Graphics: Fixed an issue where Player: SRPBatcher was not increasing CBuffer size when material shader was changed. ([1353368](https://issuetracker.unity3d.com/issues/srpbatcher-not-increasing-cbuffer-size-when-material-shader-is-changed))
    
*   Graphics: Fixed for Validation error when running game in HDR.
    
*   IL2CPP: Avoid possible memory corruption when a generic field is of a type which has an explicit layout, and the generic type has another type with explicit layout as a field. (1337921)
    
*   IL2CPP: Corrected the behavior of Marshal.Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field. ([1346805](https://issuetracker.unity3d.com/issues/marshal-dot-offsetof-returns-incorrect-offset-when-building-the-project-with-il2cpp-scripting-backend))
    
*   Input System: Fixed an issue where the Y coordinate was being flipped in Windows Player when WarpCursorPosition in Input System. ([1355722](https://issuetracker.unity3d.com/issues/mouse-cursor-y-position-inverted-when-using-mouse-dot-current-dot-warpcursorposition))
    
*   iOS: Fixed an issue where analytics temporary data was stored in a user accessible folder. ([1211659](https://issuetracker.unity3d.com/issues/ios-service-related-files-and-folders-created-under-documents-folder-on-ios))
    
*   iOS: Fixed an issue where Bluetooth keyboards did not handle input outside of text entry again. ([1355543](https://issuetracker.unity3d.com/issues/ios-input-from-an-external-keyboard-is-not-handled-when-running-a-build))
    
*   iOS: Fixed an issue where presentation controller dismissal resulting in black screen when allowed orientations were changed while showing it. ([1304313](https://issuetracker.unity3d.com/issues/ios-app-shows-a-black-screen-when-orientation-is-changed-during-uiviewcontroller-dismissal))
    
*   iOS: Fixed an issue where there was missing iPad Air 3rd gen and iPad Mini 5th gen enums. ([1354041](https://issuetracker.unity3d.com/issues/ios-ipadair3gen-and-ipadmini5gen-are-missing-in-unityengine-dot-ios-dot-devicegeneration))
    
*   iOS: Fixed an issue where UaaL was notdisplayed properly if embedded in app with SceneDelegate support. ([1266702](https://issuetracker.unity3d.com/issues/ios13-scene-does-not-load-when-using-unity-as-a-library))
    
*   Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. ([1346205](https://issuetracker.unity3d.com/issues/menu-bar-assets-submenu-items-are-disabled-after-visualizing-ans-assets-context-menu-in-project-view))
    
*   Mono: Fixed a crash in mono\_thread\_get\_undeniable\_exception. ([1308625](https://issuetracker.unity3d.com/issues/crash-on-mono-thread-get-undeniable-exception))
    
*   Particles: Fixed occasional corrupt particle colors when using a Skinned Mesh Renderer in the Shape Module. ([1332410](https://issuetracker.unity3d.com/issues/particles-invisible-when-using-smrenderer-on-build-if-usemeshcolors-is-selected-and-source-mesh-does-not-provide-vertex-color))
    
*   Prefabs: Fixed a crash when apply GameObjects or Components to Prefab while the Asset Pipeline was paused. ([1324978](https://issuetracker.unity3d.com/issues/crash-on-buildprefabinstancecorrespondingobjectmap-when-overriding-nested-prefab-inside-assetdatabase-dot-startassetediting-block))
    
*   Profiler: Fixed an issue where there was no error message when trying to load old profiler data format and direct users to load the data in unity 2018.4. ([1341972](https://issuetracker.unity3d.com/issues/profiler-loading-data-from-file-2018-dot-3-or-2018-dot-4-does-not-produce-correct-results))
    
*   Scene/Game View: Fixed Hierarchy not allowing drag and drop references to be placed between root objects marked as not editable. ([1337512](https://issuetracker.unity3d.com/issues/gameobjects-cannot-be-placed-between-objects-with-the-noteditable-flag-when-reordering-objects-in-the-hierarchy))
    
*   Scripting: Fixed a crash in UnityLinker while processing the assembly override version of UnityEngine.UIElementsModule.dll. ([1328995](https://issuetracker.unity3d.com/issues/android-il2cpp-unitylinker-dot-exe-fails-to-build-a-project-when-it-contains-mars-companion-core-and-ui-toolkit-packages))
    
*   Scripting: Fixed an issue where "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) was not waiting for playmode to be fully disabled before compiling scripts. ([1326820](https://issuetracker.unity3d.com/issues/stop-playing-and-recompile-option-causing-errors-and-recompiling-at-the-wrong-time))
    
*   Scripting: Fixed performance regression when activating/deactivating panels in a canvas. ([1348763](https://issuetracker.unity3d.com/issues/performance-degradation-when-activating-or-deactivating-ugui-gameobject))
    
*   Universal Windows Platform: Fixed a race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. ([1345877](https://issuetracker.unity3d.com/issues/hololens-2-set-selection-throws-argumentoutofrangeexception))
    
*   Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field ([1360514](https://issuetracker.unity3d.com/issues/uwp-hololens-touchscreenkeyboard-closes-4-seconds-after-focusing-a-input-field))
    
*   Version Control: Fixed a workspace NullReferenceException issue.
    
*   Version Control: Fixed an issue when context menu would sometimes disappear.
    
*   Version Control: Fixed an issue where the Texture2D error would pop up after downloading a project.
    
*   Version Control: Fixed auto login errors not showing up for users.
    
*   Version Control: Fixed notification icon not showing on Plastic window.
    
*   Version Control: Fixed small textbox on checkin dialog when launched from context menu.
    
*   Version Control: Fixed unexpected error message after user switched workspace to a label
    
*   WebGL: Fixed an error with prevViewport upon full screen resize.
    
*   WebGL: Fixed Keyboard.current and Mouse.current to be immediately available in MonoBehaviour.Start() functions, instead of returning null. ([1239007](https://issuetracker.unity3d.com/issues/new-input-system-cannot-retrieve-devices-in-start-method-when-used-in-webgl-build))
    
*   XR: Fixed an issue with camera depth normals pass in XR. ([1284715](https://issuetracker.unity3d.com/issues/xr-sdk-ssao-effect-is-broken-slash-inverted-when-single-pass-instanced-rendering-mode-is-used))
    

#### 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