### Known Issues in 2019.4.33f1

*   AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles ([1346325](https://issuetracker.unity3d.com/issues/navmesh-agent-can-not-pass-through-passable-area-between-carving-navmesh-obstacles))
    
*   Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary ([1372558](https://issuetracker.unity3d.com/issues/android-not-enough-storage-space-to-install-required-resources-error-when-building-app-bundle-with-split-application-binary))
    
*   Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. ([1347186](https://issuetracker.unity3d.com/issues/android-the-text-is-missing-on-a-xiaomi-redmi9a-device))
    
*   Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   Linux: Editor crashes at "\_\_assert\_fail\_base.cold" when opening a project ([1375312](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-assert-fail-base-dot-cold-when-opening-a-project))
    
*   Progressive Lightmapper: \[LightProbes\] 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))
    
*   Progressive Lightmapper: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Scene Management: Instantiated FBX through code throws error after leaving Play Mode ([1363573](https://issuetracker.unity3d.com/issues/instantiated-fbx-through-code-throws-error-after-leaving-play-mode))
    
*   Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time ([1375015](https://issuetracker.unity3d.com/issues/scene-is-brighter-in-standalone-player-if-it-was-open-in-the-editor-at-build-time))
    
*   WebGL: \[iOS\] Video is not playing ([1288692](https://issuetracker.unity3d.com/issues/webgl-ios-video-is-not-playing-on-ios))
    

### 2019.4.33f1 Release Notes

#### Features

*   Version Control: Added visual overview bar to the incoming changes tab.  
    *   Added progress dialog for the migration process.  
        
    *   Added Branches tab that shows a list of all branches in the repository.  
        
    *   Added option and dialog to create a child branch from selected branch.  
        
    *   Added option to switch to another branch.  
        
    *   Added option and dialog to rename a branch.  
        
    *   Added option to delete a branch.  
        
    *   Added a preference to save if the window should open the Branches tab by default.  
        
    *   Added metrics for Plastic SCM installation window usage.

#### Improvements

*   AI: Improved NavMeshAgent creation failure log to help select the source object. ([1274983](https://issuetracker.unity3d.com/issues/navmesh-source-object-is-not-pinged-when-clicking-navmesh-error))
    
*   iOS: ProMotion support on ios15 and new devices (iphone13 family). ([1374612](https://issuetracker.unity3d.com/issues/enable-promotion-support-does-not-allow-iphone-13-pro-slash-pro-max-to-run-at-higher-refresh-rates))
    
*   iOS: Support for iPhones, iPads and Apple TV released in 2021. ([1367775](https://issuetracker.unity3d.com/issues/iphone-13-information-is-not-included-in-the-devicesettings-dot-mm-file))
    
*   Package: Com.unity.purchasing has been updated to 4.1.1. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/changelog/CHANGELOG.html
    
*   Package: Updated com.unity.cinemachine to 2.6.11. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/index.html
    
*   Windows: Improved SystemInfo.operatingSystem. It now recognizes Windows 11. ([1372750](https://issuetracker.unity3d.com/issues/reported-cases-are-marked-as-windows-10-when-reported-with-windows-11))
    
*   XR: The Oculus XR Plugin package has been updated to 1.11.0. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11/manual/index.html
    
*   XR: Updated XR Management to 4.2.0. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.2/manual/index.html
    

#### API Changes

*   Apple TV: Added: Identifier for 2nd generation Apple TV 4K.
    
*   Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.
    
*   iOS: Added: Identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.
    

#### Changes

*   Version Control: Updated status bar notification icons. Updated texts for workspace modes selection and checkin comment box.

#### Fixes

*   2D: Fixed a render texture size error in the Skinning Editor. (1357552)
    
*   2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profiling. (1364910)
    
*   2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. ([1351543](https://issuetracker.unity3d.com/issues/2d-animation-indexoutofrangeexception-error-is-thrown-when-pasting-bone-data))
    
*   2D: Fixed an issue where Unity would freeze when importing certain PSD files. ([1338690](https://issuetracker.unity3d.com/issues/outofmemoryexception-error-when-importing-files-with-big-amount-of-layers))
    
*   Android: Disabled cut/copy/paste popup that was appearing on the hidden Android inputfield. ([1317688](https://issuetracker.unity3d.com/issues/android-tmp-inputfield-selection-appears-above-keyboard-and-is-interactable-when-hide-mobile-input-enabled))
    
*   Android: Fixed an issue that causes the app to not get launched when building and running App Bundle on Android 4.x. ([1355198](https://issuetracker.unity3d.com/issues/android-errors-are-thrown-and-the-app-is-not-launched-when-building-and-running-app-bundle-on-android-4-dot-x))
    
*   Android: Fixed an issue where android:exported atribute was not set to true for Uniy library activity when target API level is 31 or higher. ([1356676](https://issuetracker.unity3d.com/issues/install-parse-failed-manifest-malformed-errors-are-thrown-when-trying-to-run-an-android-application-with-target-api-level-31))
    
*   Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. ([1186040](https://issuetracker.unity3d.com/issues/android-input-dot-compensatesensors-equals-true-does-not-work-in-android-portrait-view-when-tilting-phone-up))
    
*   Android: Workaround a problem where using logcat would leak pipes on OSX. The underlying problem seems to be with C# Process class, when redirecting streams and dispose process, the pipes would remain open. ([1303618](https://issuetracker.unity3d.com/issues/android-adb-functionality-leaks-a-pipe-causes-too-many-open-files-error))
    
*   Animation: Fixed a potential crash when generating asset previews if destructive methods are called in user callbacks. ([1343886](https://issuetracker.unity3d.com/issues/crash-on-mustremovefromobject-when-reimporting-a-prefab))
    
*   Asset Bundles: Fixed AssetBundle.Unload now it waits for all asset bundle async operations to complete to avoid a potential crash. ([1150164](https://issuetracker.unity3d.com/issues/gameobject-getcomponentindex-crash-when-entering-play-mode-after-unloading-assetbundle-during-loadresourceasync))
    
*   Asset Pipeline: Fixed an asset matching inconsistency issue with 'Compress Assets on Import' preference setting. This fix can cause textures to get reimported. (1353343)
    
*   Audio: Fix a crash caused by leaking memory allocators caused by built-in audio device suspension in the editor. (1351004)
    
*   Editor: Fixed an issue that the Unity Package Manager diagnostic tool fails to run when started via the launch script.
    
*   Editor: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling `ContentBuildInterface:GetPlayerObjectIdentifiersInAsset`
    
*   GI: Fixed a crash when generating lighting which calls print function with incorrect parameters. ([1368383](https://issuetracker.unity3d.com/issues/crash-when-generating-lightning))
    
*   GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. ([1331427](https://issuetracker.unity3d.com/issues/the-scenes-lighting-settings-are-not-updated-and-saved-when-auto-generate-option-is-disabled))
    
*   GI: Prevent tetrahedralization errors by removing duplicate data from additive probesets. If anything is left, append the rest. ([1263524](https://issuetracker.unity3d.com/issues/additive-loading-of-overlapping-sets-of-light-probes-cause-artifacting-on-objects-in-a-scene))
    
*   Graphics: Fixed a missing object issue when highly static batched scene + SRP Batcher. ([1294742](https://issuetracker.unity3d.com/issues/shadows-start-flickering-when-using-srp-batcher))
    
*   Graphics: Fixed a rare crash in shadow rendering. ([1350950](https://issuetracker.unity3d.com/issues/crash-on-keywords-keywordremap-remap-related-to-keyword-remapping))
    
*   Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. ([1330613](https://issuetracker.unity3d.com/issues/ios-ui-elements-are-invisible-on-ios-devices-when-using-additionaluirenderer))
    
*   Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)
    
*   IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. ([1336012](https://issuetracker.unity3d.com/issues/linux-il2cpp-building-for-linux-with-il2cpp-from-windows-fails-if-your-system-username-contains-a-space))
    
*   IL2CPP: Fixed conversion errors that can occur with generic types that have a static constructor. (1362583)
    
*   IL2CPP: Fixed possible complier errors by hashing parameter info and generic arguments to avoid long method names. ([1362768](https://issuetracker.unity3d.com/issues/compiler-limit-token-overflowed-internal-buffer-error-when-a-il2cpp-build-includes-a-method-with-many-parameters))
    
*   IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. ([1361799](https://issuetracker.unity3d.com/issues/build-crashes-with-unexpected-mark-stack-overflow-error-when-building-with-il2cpp))
    
*   iOS: Fixed an issue that stopped the dark mode native mobile input's background from going transparent when it was empty. ([1367091](https://issuetracker.unity3d.com/issues/ios-multi-line-mobile-input-fields-show-transparent-background-when-dark-mode-is-enabled-and-no-text-is-in-the-field))
    
*   iOS: Fixed video becoming unplayable after resuming an app when video's audio output mode is set to API Only. ([1330901](https://issuetracker.unity3d.com/issues/ios-video-freezes-after-locking-and-unlocking-a-phone))
    
*   macOS: Fixed arm64 architecture errors when archiving the generated macOS project in Xcode by limiting the valid build architectures to x86\_64 only. ([1339180](https://issuetracker.unity3d.com/issues/macos-xcode-arm64-architecture-is-expected-when-archiving-project-which-is-missing-on-unity-2019-dot-4))
    
*   Package: Fixed property drawing of Unity.Mathematics vector types when manually drawing a property that was hidden with \[HideInInspector\]. ([1298368](https://issuetracker.unity3d.com/issues/int3-float3-and-quaternions-fields-from-the-mathematics-package-dont-work-properly-when-using-debuggerhidden-attribute))
    
*   Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations.
    
*   Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. ([1371056](https://issuetracker.unity3d.com/issues/cant-download-specific-unitypackage-when-theres-already-one-cached))
    
*   Player: Fixed a player error and a memory leak when player window is hidden. ([1361670](https://issuetracker.unity3d.com/issues/player-launched-with-hidewindow-flag-throws-errors-in-the-player-dot-log))
    
*   Prefabs: Fixed an Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. ([1255454](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-making-changes-to-prefab-script-components-which-were-previously-missing-mono-script))
    
*   Profiler: Fixed Profiler thread drop-down getting locked when it is left on a transient thread. ([1369890](https://issuetracker.unity3d.com/issues/profiler-thread-drop-down-gets-locked-when-it-is-left-on-a-transient-thread))
    
*   Profiler: Fixed Profiler.GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. ([1364643](https://issuetracker.unity3d.com/issues/profiler-dot-gettotalallocatedmemorylong-increases-when-scene-is-loaded-and-unloaded))
    
*   Scripting: Fixed the exceptions thrown from custom attributes' .ctor. ([1321144](https://issuetracker.unity3d.com/issues/attribute-throwing-exception-used-together-with-requirecomponent-attribute-will-crash-unity))
    
*   Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. ([1369645](https://issuetracker.unity3d.com/issues/shaders-are-ignored-when-executing-build-asset-bundles-method-from-console-with-nographics-argument))
    
*   Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. (1357383)
    
*   Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. ([1334240](https://issuetracker.unity3d.com/issues/shaders-fail-compilation-on-vulkan-slash-gl-when-material-override-is-set-to-albedo))
    
*   Terrain: Fixed a clearing issue and now Neighbors set with Terrain.SetNeighbors are properly kept. (1337420)
    
*   Timeline: Fixed an issue where audio tracks did not respect audio listener pause state. ([1313186](https://issuetracker.unity3d.com/issues/audio-in-timeline-is-not-paused-when-the-audiolistener-dot-pause-is-set-to-true))
    
*   Universal Windows Platform: Fixed generated Visual Studio project when building to Universal Windows Platform with Visual Studio 2022. ([1378086](https://issuetracker.unity3d.com/issues/unity-produces-visual-studio-project-that-by-default-doesnt-build-when-using-visual-studio-2022))
    
*   Version Control: Fixed an issue that typing capital O in checkin comment would open the selected item.
    
*   Version Control: Fixed an issue with Plastic SCM installation and it no longer signs out the user from the plugin.
    
*   Version Control: Fixed an issue with the Plastic SCM menu and it is no longer missing from Project view context menu.
    
*   Version Control: Fixed inverted text for the force checkout option. ([1340340](https://issuetracker.unity3d.com/issues/crash-on-windowsvideomedia-stepallstreams-when-reimporting-a-m4v-file))
    
*   Version Control: Fixed the loading indicator and now it is properly centered on Plastic SCM installation window.
    
*   Version Control: Fixed the missing Plastic SCM window option when user is not signed in on Unity Hub.
    
*   Version Control: Removed a meta file warning message for the deleted Beta folder.
    
*   Version Control: Removed an extra refresh button on Gluon's Incoming Changes tab.
    
*   Video: Fixed an importing unsupported video frame size crashing the Editor. ([1340340](https://issuetracker.unity3d.com/issues/crash-on-windowsvideomedia-stepallstreams-when-reimporting-a-m4v-file))
    
*   WebGL: Fixed a crash on Oculus Browser when the EXT\_multisampled\_render\_to\_texture extension is enabled. ([1370782](https://issuetracker.unity3d.com/issues/webgl-webgl-broken-with-oculus-browser-because-of-glgetprocaddress))
    
*   WebGL: Fixed an issue where keyboard up events would be missed if WebGLInput.captureAllKeyboardInput was set to false while a key was being held down. ([1195047](https://issuetracker.unity3d.com/issues/input-system-key-input-get-stuck-on-pressed-state-when-captureallkeyboardinput-is-set-on-true-in-webgl))
    

#### 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