### Known Issues in 2019.4.37f1

*   Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled ([1397965](https://issuetracker.unity3d.com/issues/texture-size-increased-on-first-build-when-compress-textures-slash-assets-on-import-is-enabled))
    
*   Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle ([1391542](https://issuetracker.unity3d.com/issues/asset-bundle-size-incrementally-increases-when-updating-the-unity-editor-and-rebuilding-the-asset-bundle))
    
*   IL2CPP: Build fails on Try block ends without any catch, finally, nor fault handler ([1400410](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-on-try-block-ends-without-any-catch-finally-nor-fault-handler))
    
*   MacOS: \[M1\]\[Rosetta\] Editor crashes on mono\_arch\_patch\_callsite when opening the project ([1390659](https://issuetracker.unity3d.com/issues/m1-rosetta-editor-crashes-on-mono-arch-patch-callsite-when-opening-the-project))
    
*   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))
    

### 2019.4.37f1 Release Notes

#### Improvements

*   Android: Stop trimming text input.
    
*   iOS: Allow picking up a background scene if no foreground scenes were found.
    
*   Particles: Added texel size and mask interaction shader properties to particle system renderer.
    
*   Scripting: Optimized searching for scripts when the assembly name is not supplied, can significantly improve performance entering PlayMode amongst other areas.
    

#### Fixes

*   2D: Fixed an issue that uGUI loaded from the asset bundles in the editor is not displayed. ([1369873](https://issuetracker.unity3d.com/issues/ugui-loaded-from-the-asset-bundles-in-the-editor-is-not-displayed))
    
*   AI: Fixed game freezing when using `NavMesh.Raycast()` with a NavMesh that contains an unexpected invalid polygon. (1346645)
    
*   Asset Import: Fixed an issue where creating an asset during OnPostprocessAllAssets() with custom dependencies registered could cause an infinite import loop. (1383416)
    
*   Asset Pipeline: Fixed a crash inside Physics Manager when a Default Material is present and we shut down. ([1338910](https://issuetracker.unity3d.com/issues/editor-importing-a-physicsmaterial-crashes-the-editor-inside-physicmaterial-reset))
    
*   Asset Pipeline: Fixed an issue that empty meta files are handled as malformed now. ([1361260](https://issuetracker.unity3d.com/issues/imported-folders-and-files-are-missing-in-the-project-window-when-the-initially-created-meta-file-is-empty))
    
*   Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). ([1351973](https://issuetracker.unity3d.com/issues/assetdatabase-dot-getmainassettypeatpath-sometimes-loads-objects-when-deriving-their-type-and-leaves-them-loaded))
    
*   Audio: Fixed a bug where an app could freeze when calling Application.Quit after using the OnAudioFilterRead callback. ([1356566](https://issuetracker.unity3d.com/issues/ios-app-freezes-when-calling-application-dot-quit-if-a-script-with-onaudiofilterread-and-an-audio-listener-is-in-the-scene))
    
*   Audio: Fixed not being able to undo parameter changes from dragging in the GUI widget of the ParamEQ and Duck Volume effects. ([1262453](https://issuetracker.unity3d.com/issues/editing-parameq-through-dragging-on-the-graph-is-not-undoable))
    
*   Editor: Fixed default doc url so it correctly points on 2019 doc. ([1397454](https://issuetracker.unity3d.com/issues/unity-2019-dot-4-opens-the-manual-and-scripting-reference-for-2020-dot-3))
    
*   Graphics: Fixed potential stall on buffer uploads in OpenGL GfxDevice. ([1369478](https://issuetracker.unity3d.com/issues/android-consecutive-calls-to-graphics-dot-drawprocedural-take-a-huge-amount-of-time-on-mali-gpus))
    
*   Graphics: Fixed the following issues:  
    
    *   CustomRenderTexture no longer crashes Mac/Linux during circular dependency sorting cases.  
        
    *   CustomRenderTexture no longer updates when not called for.  
        
    *   CustomRenderTextures that use other CustomRenderTextures to update their contents will now update in the correct order according to their dependencies.  
        
    *   CustomRenderTextures with OnDemand and Realtime update mode can now correctly depend on each other in an update chain. ([1246473](https://issuetracker.unity3d.com/issues/crash-on-getdependenciesrecursive-when-entering-the-play-mode-with-a-customer-render-texture-in-the-scene))
*   iOS: Fixed an issue that .meta files are not included anymore in build for plugins of .plugin type. ([1184957](https://issuetracker.unity3d.com/issues/possibly-ios-unity-meta-files-are-generated-in-the-plugin-directory-and-then-copied-to-plugins-directory-in-the-xcode-build))
    
*   iOS: Fixed an issue to ensures Autorotation is disabled when manually specifying Portrait. ([1399856](https://issuetracker.unity3d.com/issues/setting-screen-dot-orientation-to-portrait-mode-does-not-disable-autorotation-when-starting-application-in-portrait-mode))
    
*   iOS: Fixed an issue to stop CoreText warning spam on iOS15. ([1397966](https://issuetracker.unity3d.com/issues/ios-15-coretext-warnings-are-spammed-constantly-when-using-text-ui-on-ios-15-devices))
    
*   iOS: Fixed Screen.cutouts returns a null value on some iPhones. ([1371461](https://issuetracker.unity3d.com/issues/ios-screen-dot-cutouts-returns-a-null-value))
    
*   iOS: Fixed Screen.safeArea returns incorrect height value when constraining rotation to landscape. ([1356217](https://issuetracker.unity3d.com/issues/ios-screen-dot-safearea-returns-incorrect-height-value-when-constraining-rotation-to-landscape))
    
*   iOS: Fixed splash screen sometimes showing in the wrong orientation. ([1400716](https://issuetracker.unity3d.com/issues/ios-apps-ignore-uisupportedinterfaceorientations-when-it-is-set-in-info-dot-plist))
    
*   iOS: Fixed TouchScreenKeyboard.selection being reverted when keyboard animates. ([1381968](https://issuetracker.unity3d.com/issues/ios-touchscreenkeyboard-dot-selection-is-ignored))
    
*   Particles: Fixed particle rendering from command buffers. ([1263019](https://issuetracker.unity3d.com/issues/particle-system-is-not-rendering-when-commandbuffer-dot-drawrenderer-is-used-with-scriptablerenderpass))
    
*   Prefabs: Improved error handling when loading broken prefab files. ([1251496](https://issuetracker.unity3d.com/issues/crash-on-gameobject-isactive-when-enabling-a-specific-game-object))
    
*   Scripting: Fixed an issue to make AddComponent scale better with the projects amount of components. ([1278548](https://issuetracker.unity3d.com/issues/performance-decreases-with-a-large-number-of-components-when-addcomponent-is-used))
    
*   Scripting: Fixed double-clicking on a message after a domain reload not generating the correct .sln file version with Visual Studio.
    
*   uGUI: Fixed an issue that sorting layer is no longer overriden when a canvas is created manually by the user for a Template element (inside Dropdown). ([1343542](https://issuetracker.unity3d.com/issues/child-canvas-sorting-layer-is-changed-to-the-same-value-as-the-parent-canvas-after-interacting-with-dropdown-ui-object))
    
*   uGUI: Fixed an issue when the RectMask2D component would not work properly when used on large images. ([1369118](https://issuetracker.unity3d.com/issues/part-of-the-large-image-is-prematurely-marked-if-using-the-rectmask2d))
    
*   Universal Windows Platform: Fixed black square appearing with custom cursors in Executable Only build. ([1299579](https://issuetracker.unity3d.com/issues/uwp-ui-cursor-is-replaced-with-a-black-square-when-cursor-dot-setcursor-is-called-with-anything-but-the-default-cursor))
    
*   Video: Fixed Video Player crash/malfunction on Android versions less than 9. ([1372202](https://issuetracker.unity3d.com/issues/android-videoplayer-videos-are-not-played-from-url-on-specific-devices))
    
*   Windows: Fixed crash with 'Copying file failed' error on Windows when importing a file from WinRAR Archiver. ([1325310](https://issuetracker.unity3d.com/issues/editor-crashes-or-freezes-with-copying-file-failed-error-when-importing-a-file-from-winrar-archiver))
    
*   XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. ([1360010](https://issuetracker.unity3d.com/issues/android-build-fails-when-using-arcore-xr-plugin-and-build-app-bundle-google-play-is-selected))
    

#### 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
    

#### Package changes in 2019.4.37f1

#### Packages updated

*   com.unity.collab-proxy: [1.14.12](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.14//changelog/CHANGELOG.html) → [1.14.13](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.14//changelog/CHANGELOG.html)
    
*   com.unity.ide.vscode: [1.2.4](https://docs.unity3d.com/Packages/com.unity.ide.vscode@1.2//changelog/CHANGELOG.html) → [1.2.5](https://docs.unity3d.com/Packages/com.unity.ide.vscode@1.2//changelog/CHANGELOG.html)
    
*   com.unity.mobile.notifications: [1.4.2](https://docs.unity3d.com/Packages/com.unity.mobile.notifications@1.4//changelog/CHANGELOG.html) → [2.0.0](https://docs.unity3d.com/Packages/com.unity.mobile.notifications@2.0//changelog/CHANGELOG.html)
    
*   com.unity.purchasing: [4.1.2](https://docs.unity3d.com/Packages/com.unity.purchasing@4.1//changelog/CHANGELOG.html) → [4.1.3](https://docs.unity3d.com/Packages/com.unity.purchasing@4.1//changelog/CHANGELOG.html)
    
*   com.unity.test-framework: [1.1.30](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1//changelog/CHANGELOG.html) → [1.1.31](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1//changelog/CHANGELOG.html)
    
*   com.unity.xr.legacyinputhelpers: [2.1.8](https://docs.unity3d.com/Packages/com.unity.xr.legacyinputhelpers@2.1//changelog/CHANGELOG.html) → [2.1.9](https://docs.unity3d.com/Packages/com.unity.xr.legacyinputhelpers@2.1//changelog/CHANGELOG.html)