### Known Issues in 2019.4.3f1

*   AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window ([1257220](https://issuetracker.unity3d.com/issues/editor-crashes-on-memorymanager-getallocator-when-selecting-navmeshagent-component-in-the-inspector-window))
    
*   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 Bundles: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   Cloth: Cloth has graphical artifacts when an object moves out of the camera ([1254174](https://issuetracker.unity3d.com/issues/cloth-has-graphical-artifacts-when-an-object-moves-out-of-the-camera))
    
*   CodeEditors: Crash with \_\_pthread\_kill + 10 when debugging with Rider ([1241352](https://issuetracker.unity3d.com/issues/attaching-a-debugger-causes-unity-to-crash))
    
*   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))
    
*   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))
    
*   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))
    
*   Graphics - General: Crash on GetRenderPipelineScript when opening a specific project ([1230177](https://issuetracker.unity3d.com/issues/crash-on-getrenderpipelinescript-when-opening-a-specific-project))
    
*   Graphics Device Backends: Shader error undeclared identifier "UNITY\_TRANSFER\_LIGHTING" when building project for the first time after project launch ([1259980](https://issuetracker.unity3d.com/issues/shader-error-undeclared-identifier-unity-transfer-lighting-when-building-project))
    
*   IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies ([1193774](https://issuetracker.unity3d.com/issues/disabling-and-re-enabling-iap-in-services-window-throws-multiple-errors-about-failing-to-find-assemblies))
    
*   IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly ([1193773](https://issuetracker.unity3d.com/issues/unity-purchasing-fails-to-load-due-to-failing-to-find-unityengine-dot-ui-assembly))
    
*   IMGUI: Editor crashes when using WebView\_CUSTOM\_AllowRightClickMenu ([1249548](https://issuetracker.unity3d.com/issues/editor-crashes-when-using-webview-custom-allowrightclickmenu))
    
*   Linux: Having same case-insensitive named assets causes infinite import looping ([1194431](https://issuetracker.unity3d.com/issues/linux-having-same-case-insensitive-named-assets-causes-infinite-import-looping))
    
*   MacOS: \[Mac\] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 ([1240265](https://issuetracker.unity3d.com/issues/mac-many-artifacts-can-be-seen-in-scene-view-when-scene-light-is-enabled-on-with-metal-api-and-mac-os-x-10-dot-15-dot-4))
    
*   Mono: Crash on buffer\_add\_value\_full when debugging with code editor attached ([1249172](https://issuetracker.unity3d.com/issues/macos-crash-on-buffer-add-value-full-when-debugging-with-code-editor-attached))
    
*   Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning ([1255256](https://issuetracker.unity3d.com/issues/asset-store-complete-projects-overwriting-project-settings-with-no-warning))
    
*   Physics: Crash after "\[Physics.PhysX\] Foundation: Invalid registration detected" errors show up when using Physics.BakeMesh ([1200588](https://issuetracker.unity3d.com/issues/crash-after-physics-dot-physx-foundation-invalid-registration-detected-errors-show-up-when-using-physics-dot-bakemesh))
    
*   Scene Management: EditorSceneManager: sceneClosing and sceneClosed callbacks are not called when switching between scenes ([1003257](https://issuetracker.unity3d.com/issues/editorscenemanager-sceneclosing-and-sceneclosed-callbacks-are-not-called-when-switching-between-scenes))
    
*   Scripting: \[SerializeReference\] Polymorphic instances are always recreated when applying _any_ inspector value change ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Scripting: \[SerializedField\] fields produce "Field is never assigned to..." warning ([1080427](https://issuetracker.unity3d.com/issues/serializedfield-fields-produce-field-is-never-assigned-to-dot-dot-dot-warning))
    
*   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))
    
*   Vulkan: Crash on vk\_optimusGetInstanceProcAddr when double clicking shader's Compiled Code drop down arrow ([1248909](https://issuetracker.unity3d.com/issues/vulkan-crash-on-vk-optimusgetinstanceprocaddr-when-double-clicking-shaders-compiled-code-drop-down-arrow))
    
*   Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes ([1253165](https://issuetracker.unity3d.com/issues/reloadassembly-endreloadassebly-processing-freezes-editor-for-minutes))
    
*   Windows: Cannot activate license within a docker container ([1193364](https://issuetracker.unity3d.com/issues/cannot-activate-license-within-a-docker-container))
    

### 2019.4.3f1 Release Notes

#### Fixes

*   2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added. ([1235972](https://issuetracker.unity3d.com/issues/a-native-collection-has-not-been-disposed-resulting-in-a-memory-leak-is-thrown-when-2d-sprite-shape-controller-is-disabled))
    
*   2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab ([1246133](https://issuetracker.unity3d.com/issues/2d-sprite-shape-error-occurs-when-unselecting-cache-geometry-for-sprite-shape-prefab))
    
*   2D: Fixed exception when creating UXML Template asset with 2D Animation package installed. ([1222158](https://issuetracker.unity3d.com/issues/project-with-2d-animation-package-throws-argumentexception-when-creating-uxml-template-asset))
    
*   2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object ([1240514](https://issuetracker.unity3d.com/issues/2d-invalidoperationexception-thrown-continuously-on-adding-sprite-shape-controller-component-to-a-sprite-object))
    
*   2D: Fixed OnGUI in SpriteShapeController creates GC allocs. (1240380)
    
*   Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install\_signal\_handlers entry. (1251688)
    
*   Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject. ([1198771](https://issuetracker.unity3d.com/issues/animation-animation-clips-are-populated-from-the-animator-but-not-the-animation-component))
    
*   Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type ([1246400](https://issuetracker.unity3d.com/issues/animation-preview-does-not-finding-model-when-using-generic-animation-type))
    
*   Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index ([1253355](https://issuetracker.unity3d.com/issues/crash-on-humantrait-custom-getmuscledefaultmin-when-passing-an-invalid-value-to-humantrait-dot-getmuscledefaultmin))
    
*   Animation: Fixed crash when using binary2text on \*.bundle with Playable Director ([1184027](https://issuetracker.unity3d.com/issues/binary2text-crashes-on-exposedreferencetable-entry-key-because-of-incorrect-typetree))
    
*   Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled. ([1249407](https://issuetracker.unity3d.com/issues/models-texture-is-broken-black-slash-glitchy-when-mesh-compression-is-set-to-low-slash-medium-slash-high))
    
*   Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh. ([1246876](https://issuetracker.unity3d.com/issues/default-uv3-value-isnt-zero-when-importing-an-fbx-asset-with-missing-uv3-values))
    
*   Asset Pipeline: Fix for crash in inside mono that could happen during cache server download ([1250445](https://issuetracker.unity3d.com/issues/crash-when-downloading-a-prefab-from-acceleration-server-with-attribute-from-precompiled-dll))
    
*   Audio: Set override sample settings sets override for incorrect platform when passing a string (1237576)
    
*   Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes (1177629)
    
*   Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface.
    
*   CodeEditor: Enable player generation in GUI
    
*   CodeEditor: Local and Embedded packages are the default value when we have a new project ([1256981](https://issuetracker.unity3d.com/issues/local-and-embedded-packages-are-untoggled-first-time-using-the-editor))
    
*   Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute `[NativeDisableContainerSafetyRestriction]`. ([1247276](https://issuetracker.unity3d.com/issues/dots-nativedisablecontainersafetyrestriction-has-no-effect-on-bufferfromentity-and-dynamicbuffer))
    
*   Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded ([1147043](https://issuetracker.unity3d.com/issues/editorscenemanager-dot-sceneopened-and-editorscenemanager-dot-sceneopening-events-are-not-called-when-the-scene-is-reloaded))
    
*   Editor: Fixed game view flickering when resizing it while frame debugger is enabled. ([1231978](https://issuetracker.unity3d.com/issues/graphics-game-view-skybox-flickers-on-resizing-its-window-with-frame-debugger-enabled))
    
*   Editor: Fixed input lagging when the editor is running slow. ([1251652](https://issuetracker.unity3d.com/issues/input-lag-in-large-scene))
    
*   Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View. ([1244789](https://issuetracker.unity3d.com/issues/line-renderer-edit-points-in-scene-view-gizmo-is-not-responsive-in-the-scene-view))
    
*   Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode. ([1243122](https://issuetracker.unity3d.com/issues/current-audio-mixer-snapshot-not-selected-when-played))
    
*   Editor: Fixed the Shuriken Icon issue in inspector. ([1198543](https://issuetracker.unity3d.com/issues/shuriken-particle-system-icon-image-is-missing-in-its-preset-asset))
    
*   Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false. ([1252798](https://issuetracker.unity3d.com/issues/mesh-dot-getuvs-returns-canaccess-equals-false-when-the-mesh-is-instantiated-slash-cloned))
    
*   Graphics: Fix: SplashScreen logo and background textures not being deallocated ([1186265](https://issuetracker.unity3d.com/issues/splash-screen-resources-are-not-unloaded-from-memory-1))
    
*   Graphics: Fixed a crash in shadow rendering when painting trees on the terrain. ([1254964](https://issuetracker.unity3d.com/issues/crash-on-shader-getlocalkeywordremap-or-shaderlab-pass-applypass-when-trees-are-painted-on-a-terrain))
    
*   Graphics: Fixed crash on shader warmup ([1251734](https://issuetracker.unity3d.com/issues/launching-the-editor-crashes-on-getrenderpipelinescript-when-the-project-contains-a-shader-variant-collection))
    
*   Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes ([1232580](https://issuetracker.unity3d.com/issues/crash-on-unityengine-dot-mesh-dot-setsubmesh-injected-when-setting-a-submesh-of-a-mesh))
    
*   Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4 ([1179336](https://issuetracker.unity3d.com/issues/editor-crashes-when-creating-new-texture2d-with-dxt1crunched-dxt5crunched-etc-rgb4crunched-etc2-rgba8crunched-textureformat))
    
*   Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order ([1199899](https://issuetracker.unity3d.com/issues/meshapi-warning-slash-error-should-be-reported-for-wrongly-passed-vertexattributedescriptor-order))
    
*   IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute.
    
*   IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB
    
*   IL2CPP: Generate less source code for managed debugging. ([1205136](https://issuetracker.unity3d.com/issues/ios-arm64-branch-out-of-range-747396072-max-is-plus-slash-128mb-xcode-error-when-building-development-build-with-script-debugging))
    
*   IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code. ([1248335](https://issuetracker.unity3d.com/issues/il2cpp-standalone-build-crashes-when-null-is-thrown-in-a-try-catch-block))
    
*   iOS: Fixed iOS append build failing. ([1248692](https://issuetracker.unity3d.com/issues/ios-appending-an-ios-build-fails-due-to-missing-launchimage-path-error))
    
*   License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode (1248890)
    
*   macOS: Fixed crash in -\[CocoaMainMenu validateMenuItem:\] when using the Help menu search after building a player ([1255419](https://issuetracker.unity3d.com/issues/macos-crash-in-cocoamainmenu-validatemenuitem-when-using-the-help-menu-search-after-building-a-player))
    
*   macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor. ([1218845](https://issuetracker.unity3d.com/issues/metal-colors-resulting-in-incorrect-color-values-when-color-picker-is-used))
    
*   Package Manager: Fixed network requests sometime mislabeling the host as `undefined` when unsuccessful.
    
*   Package Manager: Package manager: Fixed git package failing when revision anchor and `path` query parameters are both set. ([1229318](https://issuetracker.unity3d.com/issues/revision-anchor-cannot-resolve-branch-when-path-query-parameter-is-used))
    
*   Particles: Disabled Particle System "Open In Editor" button when editing a preset. ([1198545](https://issuetracker.unity3d.com/issues/shuriken-particle-system-preset-asset-window-gets-blank-on-clicking-on-icon-of-its-preset-asset))
    
*   Profiler: Fixed profiler collecting samples when Playmode is paused ([1244286](https://issuetracker.unity3d.com/issues/profiler-still-collects-samples-and-the-editor-memory-usage-continuously-increases-when-play-mode-is-paused))
    
*   Scripting: Fixed issue with x64 jit codegen with regard to valuetype references (1252663)
    
*   Shaders: Fixed bad GLSL for loop condition check generation on some cases. ([1239923](https://issuetracker.unity3d.com/issues/hlslcc-compute-shader-for-loop-condition-is-generated-incorrectly-in-shader))
    
*   UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger ([1172637](https://issuetracker.unity3d.com/issues/ui-flickers-in-game-view-when-camera-dot-render-is-selected-in-the-frame-debugger))
    
*   WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform. ([1210338](https://issuetracker.unity3d.com/issues/webgl-build-fails-with-developement-and-allowdebugging-options))
    
*   Windows: Fix incorrect mouse position in Wheel input events ([1213982](https://issuetracker.unity3d.com/issues/mouse-coordinates-are-not-relative-to-the-game-window-when-getting-them-from-eventtype-dot-scrollwheels-mouseposition))
    
*   Windows: Fix NewInput not respecting swapped mouse buttons ([1242306](https://issuetracker.unity3d.com/issues/input-system-windows-switching-primary-mouse-button-not-recognized))
    
*   XR: Fixed Vulkan framebuffer layer count logic when using multiview.
    
*   XR: Re-enabled dynamic MSAA levels with Vulkan and FFR. ([1226502](https://issuetracker.unity3d.com/issues/xr-vulkan-urp-msaa-doesnt-get-applied-on-a-quest))
    

#### Changes

*   2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template
    
*   iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1
    

#### Improvements

*   2D: Allow mesh to be baked to save generated geometry data in Sprite Shape

#### 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