### Known Issues in 2019.4.5f1

*   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))
    
*   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))
    
*   Asset Import Pipeline: \[AssetDatabase2\] Editor encounters an endless recursion when importing a Prefab from a Unity Package file ([1260657](https://issuetracker.unity3d.com/issues/assetdatabase2-editor-encounters-an-endless-recursion-when-importing-a-prefab-from-a-unity-package-file))
    
*   Asset Importers: Models change their position in scene when upgrading project ([1261935](https://issuetracker.unity3d.com/issues/models-change-their-position-in-scene-after-reporting-them-in-2019-dot-4))
    
*   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))
    
*   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))
    
*   Inspector Framework: Crash on mono\_method\_signature\_checked when selecting a Context Menu option that has been removed from code ([1263906](https://issuetracker.unity3d.com/issues/crash-on-mono-method-signature-checked-when-selecting-a-context-menu-option-that-has-been-removed-from-code))
    
*   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))
    
*   Physics2D: Editor crashes on PhysicsContacts2D::EndContact when exiting Play mode after Assertion failed on expression: GetShape() == NULL ([1262936](https://issuetracker.unity3d.com/issues/editor-crashes-on-physicscontacts2d-endcontact-when-exiting-play-mode-after-assertion-failed-on-expression-getshape-equals-equals-null))
    
*   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))
    
*   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))
    

### 2019.4.5f1 Release Notes

#### Fixes

*   2D: Update SortingGroup when a new Sorting Layer is added between existing Sorting Layers. ([1251717](https://issuetracker.unity3d.com/issues/current-scene-is-not-dirtied-other-scenes-are-not-updated-when-rearranging-in-use-sorting-layers))
    
*   Android: Fixed failing texture compression in Linux Editor. ([1222219](https://issuetracker.unity3d.com/issues/linux-android-etc1-and-etc2-compression-fails-when-importing-textures))
    
*   Animation: Fixed animation does not play correctly when Optimized Game Object functionality is used. ([1185568](https://issuetracker.unity3d.com/issues/animation-does-not-play-correctly-when-optimized-game-object-functionality-is-used-and-a-child-gameobject-is-added-to-bone))
    
*   Asset Pipeline: Fixed for infinite loop when importing a project with files that have same name, different casing, and are in the same folder. ([1194431](https://issuetracker.unity3d.com/issues/linux-having-same-case-insensitive-named-assets-causes-infinite-import-looping))
    
*   Asset Pipeline: Native plugins are imported together with scripts. (1249129)
    
*   Editor: Fixed editor performance regression due to too many GetTreeViewFolderSelection calls. (1244193)
    
*   Editor: Fixed rendering getting stuck with the async compilation replacement material on certain corner cases. ([1227510](https://issuetracker.unity3d.com/issues/hdrp-several-debug-modes-no-longer-compile-on-mac))
    
*   Editor: The Unity editor now and related tools now make use of logical processors beyond CPU group 0. To be impacted, you must be using a machine with at least 32 total cores. ([1238290](https://issuetracker.unity3d.com/issues/build-unity-only-checks-for-one-socket-when-detecting-cpu-count))
    
*   Graphics: Fixed occasional "Invalid memory pointer" error when a GPU instanced mesh particle system is visible. (1256196)
    
*   IL2CPP: Corrected Array.CreateInstance(Type, int\[\], int\[\]) to create an SZ\_ARRAY when passed rank of {1} and lower bounds of {0}. ([1217556](https://issuetracker.unity3d.com/issues/il2cpp-type-of-arrays-with-explicitly-defined-zero-lower-bound-is-incorrect-in-il2cpp-and-differ-from-mono))
    
*   IL2CPP: Correctly convert delegates that have reference return types. ([1247218](https://issuetracker.unity3d.com/issues/build-fails-with-an-exception-when-il2cpp-scripting-backend-is-selected))
    
*   IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. ([1251011](https://issuetracker.unity3d.com/issues/system-dot-net-dot-socket-objects-throw-argumentexception-in-il2cpp-after-installing-windows-sdk-2004))
    
*   IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. ([1251628](https://issuetracker.unity3d.com/issues/android-il2cpp-arm64-release-build-fails))
    
*   IL2CPP: Fixed GC performance regression on Android and Linux.
    
*   IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. ([1242285](https://issuetracker.unity3d.com/issues/android-stack-traces-using-application-dot-logmessagereceived-callback-dont-appear-correctly-or-at-all-in-android-5-and-possibly-4))
    
*   IMGUI: Fixed an issue where UGUI Components receive MouseOver events when the Player is in Windowed Mode, focused and the mouse is outside the window. ([1250718](https://issuetracker.unity3d.com/issues/ugui-components-receive-mouseover-events-when-the-player-is-in-windowed-mode-focused-and-the-mouse-is-outside-the-window))
    
*   iOS: Fixed occasional crash on exit coming from iOS calling \[UIViewController prefersHomeIndicatorAutoHidden\] or \[UIViewController preferredScreenEdgesDeferringSystemGestures\] after unity have been killed.
    
*   iOS: Fixed occasional crash on exit pointing to ViewInfo\_OnDisplayCutoutsChanged. (1252463)
    
*   iOS: On iOS13 it is now possible to customize launchscreen viewcontroller, so it will adhere to unity settings for statusbar appearance and enabled orientations. ([1253671](https://issuetracker.unity3d.com/issues/ios-the-status-bar-flashes-during-the-splash-screen-display-when-a-built-project-is-launched-on-ios))
    
*   Mobile: Fixed 109 error message appearing on mobile. ([1245254](https://issuetracker.unity3d.com/issues/could-not-produce-class-with-id-109-errors-when-built-on-android))
    
*   Multiplayer: Fixed NetworkTransport.LoadEncryptionLibrary to accept paths with non-ASCII characters on Windows. (1258981)
    
*   Package Manager: Fixed an issue preventing player builds to succeed when burst compilation is disabled.
    
*   Package Manager: Fixed compatibility issues between burst and older linux distros.
    
*   Physics: Fixed an issue where the 2D Capsule in a CapsuleCast query using Horizontal capsule alignment did not correctly size the capsule. ([1256510](https://issuetracker.unity3d.com/issues/physics2d-dot-capsulecastnonalloc-returns-incorrect-results-when-using-capsuledirection2d-dot-horizontal))
    
*   Physics: Fixed an issue with cloth not updating its skinned mesh properly on the first frame it becomes visible. ([1254174](https://issuetracker.unity3d.com/issues/cloth-has-graphical-artifacts-when-an-object-moves-out-of-the-camera))
    
*   Physics: Fixed an issue with cloth where having all particles pinned would cause the the bounds of its related SkinnedMeshRenderer to get corrupted. ([1224213](https://issuetracker.unity3d.com/issues/cloth-component-sets-renderer-bounds-to-nan-when-constraints-of-all-vertices-are-set-to-0))
    
*   Physics: Fixed an issue with Cloth.SetSelfAndInterCollisionIndices where setting a 0 length List would cause cloth to not clear it's internal array of indices. ([1153027](https://issuetracker.unity3d.com/issues/cannot-remove-cloth-self-collision-and-inter-collision-when-they-are-applied-onto-a-gameobject))
    
*   Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component. ([1235092](https://issuetracker.unity3d.com/issues/cannot-edit-components-on-prefab-popup-appears-multiple-times-when-multiple-prefabs-are-selected-and-moving-component))
    
*   Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. ([1255013](https://issuetracker.unity3d.com/issues/imgui-constraint-setting-dropdown-gets-closed-automatically-while-editing-properties-under-scale-constraint-from-prefab-asset))
    
*   Profiler: Fixed an issue that could cause the Editor to crash when selecting batch thumbnails in the UI Details Profiler module. ([1241230](https://issuetracker.unity3d.com/issues/crash-on-ui-canvasmanager-renderprofiler-when-selecting-ui-images-in-the-profiler-loaded-from-a-specific-data-file))
    
*   SceneManager: Fixed that creating a Scene Asset fires EditorSceneManager.sceneSaving callback with an invalid Scene struct. (1248706)
    
*   Scripting: Fixed a deadlock on domain unload when a Burst job is calling back to managed via function pointers. (1258823)
    
*   Scripting: Fixed engine code stripping bug when a user assembly was named `InputModule.dll` or matched any of the other engine module names. ([1249190](https://issuetracker.unity3d.com/issues/unitylinker-fails-to-run-when-assembly-definition-asset-is-named-inputmodule-dot-dll))
    
*   Shaders: Fixed an issue which was causing Shaders build on newer versions of Unity not to load on an older version within the same Minor Version patch set. ([1252232](https://issuetracker.unity3d.com/issues/shader-in-asset-bundle-built-with-unity-newer-version-is-broken-on-older-versions))
    
*   UI Elements: Inline style getter return the correct unit. ([1258959](https://issuetracker.unity3d.com/issues/getstylelength-sets-stylelength-value-unit-from-percent-to-pixel))
    
*   XR: Add more details to error message when Hololens remoting fails to load the dll. ([1161718](https://issuetracker.unity3d.com/issues/windowsmr-improve-messaging-when-perceptionremoting-dot-dll-does-not-load))
    
*   XR: Fixed assert due to invalid camera pose on first frame of Hololens remoting connect. (1243433)
    
*   XR: Fixed issue with package list requests causing delays and error reports in console. ([1253547](https://issuetracker.unity3d.com/issues/xr-plug-in-management-times-out-when-trying-to-update-package-metadata-store))
    

#### Changes

*   Package Manager: Output of `Debug.Log` is temporarily disabled when used in Burst Function Pointers/Jobs to avoid a deadlock on a domain reload. A fix for the Unity editor is being developed.

#### 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