### Known Issues in 2019.4.4f1

*   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))
    
*   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: Crash on \_\_pthread\_kill when trying to open SteamVR Input window ([1211288](https://issuetracker.unity3d.com/issues/crash-on-pthread-kill-when-trying-to-open-steamvr-input-window))
    
*   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))
    
*   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))
    
*   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))
    

### 2019.4.4f1 Release Notes

#### Fixes

*   2D: Fix error thrown when SRP is used with a TilemapRenderer in Individual mode whose chunk culling bounds are changed. ([1251456](https://issuetracker.unity3d.com/issues/srp-core-exception-thrown-when-placing-a-tile-thats-larger-than-the-tilemap-grid-size))
    
*   2D: Fix generation of collider shapes for TilemapCollider2D with AnimatedTiles while tile is animated
    
*   Asset Import: Fixed an issue where clips did not fill the entire timeline in the Animation Inspector. ([1202394](https://issuetracker.unity3d.com/issues/the-total-frames-of-the-animation-does-not-fill-the-timeline))
    
*   Asset Import: Fixed AssetDatabase:ImportAsset instability sometimes fails LiveLink and package CI runs. (1248364)
    
*   Asset Pipeline: Fixed issue triggering Asserts (1238301)
    
*   Editor: Disabled the Texture2D editor in inspector debug mode. ([1197056](https://issuetracker.unity3d.com/issues/imported-objects-settings-properties-are-not-saved-in-the-inspector-debug-mode))
    
*   Editor: Fixed callbacks to SceneClosing and SceneClosed in some situations. ([1003257](https://issuetracker.unity3d.com/issues/editorscenemanager-sceneclosing-and-sceneclosed-callbacks-are-not-called-when-switching-between-scenes))
    
*   Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings ([1163436](https://issuetracker.unity3d.com/issues/unable-to-build-ios-with-linear-color-space-after-resetting-player-settings))
    
*   Editor: Makes shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. ([1186110](https://issuetracker.unity3d.com/issues/linux-default-shortcuts-for-different-keyboard-locations-are-physical-location-based-not-letter-based))
    
*   Editor: Objective C and Objective C++ plugin files will now be included when building a project with the IL2CPP backend. (1189679)
    
*   Graphics: Add a getter for GameObject scene culling mask. (1248283)
    
*   Graphics: Fix incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations.
    
*   Graphics: Fixed a crash when SetGlobalConstantBuffer was called with a null buffer. ([1254370](https://issuetracker.unity3d.com/issues/project-crashes-when-calling-commandbuffer-dot-setglobalconstantbuffer-with-null))
    
*   Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. ([1230006](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-changing-mesh-in-skinned-mesh-renderer))
    
*   iOS: fixed Screen.orientation being Unknown for several frames at startup ([1251276](https://issuetracker.unity3d.com/issues/getting-unknown-screen-orientation-for-a-few-frames-when-the-splash-screen-is-disabled))
    
*   Package Manager: Fixed correctly building scripts against the currently enabled built-in packages at editor startup time.
    
*   Particles: Don't try to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)
    
*   Physics: Fixed an issue where Physics.BakeMesh would not manage calls from multiple threads correctly. ([1200588](https://issuetracker.unity3d.com/issues/crash-after-physics-dot-physx-foundation-invalid-registration-detected-errors-show-up-when-using-physics-dot-bakemesh))
    
*   Scripting: Debugger improvements and crash fixes ([1249172](https://issuetracker.unity3d.com/issues/macos-crash-on-buffer-add-value-full-when-debugging-with-code-editor-attached))
    
*   Scripting: Fix an error for async debug of a generic method ([1241280](https://issuetracker.unity3d.com/issues/crash-when-performing-step-over))
    
*   Scripting: Fixed crash that was occurred when the managed debugger would attempt to load a pdb that had zero sequence points ([1241344](https://issuetracker.unity3d.com/issues/macos-editor-crashes-on-mono-log-write-logfile-when-attaching-a-debugger-and-then-setting-a-breakpoint))
    
*   Scripting: Fixing case where ArrayTypeMismatchException was being thrown incorrectly ([1235903](https://issuetracker.unity3d.com/issues/mono-arraytypemismatchexception-is-thrown-when-using-array-of-generic-icollection))
    

#### 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