### Known Issues in 2019.4.6f1

*   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))
    
*   Graphics - LowLevel: AsyncGPUReadback can leak memory under certain circumstances. ([1260624](https://issuetracker.unity3d.com/issues/asyncgpureadback-can-leak-memory-under-certain-circumstances))
    
*   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))
    
*   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))
    
*   MacOS: \[macOS\] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present ([1232673](https://issuetracker.unity3d.com/issues/macos-mac-crashes-when-opening-the-project-with-m-apis-under-windowsstandalonesupport-with-only-integrated-iris-gpu))
    
*   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))
    
*   Profiling: Performance issue in "Profiler" UI with increasing number of events ([967289](https://issuetracker.unity3d.com/issues/performance-issue-in-profiler-ui-with-increasing-number-of-events))
    
*   Scene Management: Unity crashes when opening a project with two identical scenes, one of them being unloaded ([1069650](https://issuetracker.unity3d.com/issues/unity-crashes-when-opening-a-project-with-two-identical-scenes-one-of-them-being-unloaded))
    
*   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: Crash on block\_remove when initiating a drag and closing the window from which the drag originated ([1221016](https://issuetracker.unity3d.com/issues/crash-on-block-remove-when-initiating-a-drag-and-closing-the-window-from-which-the-drag-originated))
    
*   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))
    

### 2019.4.6f1 Release Notes

#### Fixes

*   Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. ([1253349](https://issuetracker.unity3d.com/issues/android-gles-setting-blend-shape-weight-on-one-object-adjusts-the-value-on-other-near-objects-on-some-devices))
    
*   Animation: Fixed a crash that happened when ScriptPlayableOutput::ScriptProcessFrame was called after destroying a playableOutput. ([1251399](https://issuetracker.unity3d.com/issues/crash-on-scriptplayableoutput-scriptprocessframe-when-running-play-mode-test))
    
*   Apple TV: Fixed crash on startup due to large vm blocks usage
    
*   Audio: Fixed import failures with certain low-bitrate/-samplerate clips. ([1143239](https://issuetracker.unity3d.com/issues/linux-fsbtool-is-crashing-in-the-vorbis-encoder-when-trying-to-import-specific-mp3-files-resulting-in-failed-import))
    
*   Editor: Fixed NullReferenceException being thrown when closing a Modal window using the Close method. ([1251200](https://issuetracker.unity3d.com/issues/closing-a-modal-window-using-the-close-method-results-in-a-nullreferenceexception))
    
*   Editor: Fixed the crash while opening a custom StreamVR Input Window. ([1211288](https://issuetracker.unity3d.com/issues/crash-on-pthread-kill-when-trying-to-open-steamvr-input-window))
    
*   Editor: No longer show the splash screen when running the Linux editor in batch mode. (1218988)
    
*   Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan.
    
*   Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. ([1256699](https://issuetracker.unity3d.com/issues/astc-hdr-lightmaps-clamp-to-1))
    
*   Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. ([1256696](https://issuetracker.unity3d.com/issues/astc-hdr-compressed-assets-become-illuminated-when-convolution-type-is-set-to-specular-glossy-reflection))
    
*   Graphics: Fixed shader codegen for countbits() function in Metal and GLSL/SPIR-V
    
*   Graphics: Fixed shader with constant buffer not used causing crashes in editor. (1263127)
    
*   Graphics: Made sure the mojo-shader-preprocessor is not using fixed arrays while reducing an expression. ([1217043](https://issuetracker.unity3d.com/issues/shader-graph-shader-with-keywords-causes-shader-compiler-errors))
    
*   Graphics: Metal: Fix HLSL compatibility with DrawProceduralIndirect, SV\_InstanceID always starts at 0 but with Metal, a base instance was not subtracted for equal behavior
    
*   Graphics: Metal: Fix system instability/hang issues with texture versioning
    
*   Graphics: Metal: Fixed Indirect drawcalls from binding buffers with wrong offset
    
*   Graphics: Metal: Fixed MSAA ResolveDepthIntoTexture to use the resolved texture as a source when doing blit into destination
    
*   Graphics: Metal: Fixes to direct binding of ConstantBuffers
    
*   Graphics: Metal: Separated ComputeBuffer counters into separate physical buffers to improve data access/alignment
    
*   Input: Corrected inconsistent display names in the input debugger on macos. ([1210302](https://issuetracker.unity3d.com/issues/input-system-mac-display-name-of-a-key-is-uppercase-other-ones-are-lowercase))
    
*   iOS: Fixed crash in WebCamTexture when permission has been denied to the cameras. ([1217018](https://issuetracker.unity3d.com/issues/calling-webcamtexture-dot-play-causes-an-nsinternalinconsistencyexception-and-crashes-the-application-if-camera-access-is-denied))
    
*   Package Manager: Fixed error on opening Editor with Package Manager opened to My Assets. ([1210282](https://issuetracker.unity3d.com/issues/package-manager-user-not-logged-in-error-appears-if-the-editor-is-launched-with-the-my-assets-tab-open))
    
*   Package Manager: Fixed loading spinner rotation speed. ([1248718](https://issuetracker.unity3d.com/issues/package-manager-refresh-animation-is-too-fast-when-packages-are-being-refreshed))
    
*   Package Manager: Fixed package versions list offset bug. (1263104)
    
*   Profiler: Fixed OOM crash when saving large frame in Profiler. ([1253117](https://issuetracker.unity3d.com/issues/crash-on-saving-data-from-profiler))
    
*   Shaders: Fixed a crash when using local shader keywords and UsePass functionality. ([1259778](https://issuetracker.unity3d.com/issues/crash-on-shaderlab-intshader-createlocalkeywordremap-when-loading-custom-shaders-on-standalone-build))
    
*   Shaders: Fixed a shader compiler crash when two cbuffers with the same name are declared within the same shader. This now results in a compilation error. ([1242162](https://issuetracker.unity3d.com/issues/an-internal-error-is-thrown-when-using-cbuffer-in-a-custom-shader))
    
*   Shaders: Fixed player crashing when warming up a shader with local keywords that has a fallback that also has local keywords (a different set). ([1258697](https://issuetracker.unity3d.com/issues/standalone-build-crashes-when-custom-shader-with-local-keywords-is-used))
    
*   Shaders: Shader variant collection can now use local shader keywords when creating a variant from C#. ([1244648](https://issuetracker.unity3d.com/issues/shadervariantcollection-dot-contains-returns-the-wrong-result-for-a-variant-after-removing-an-unrelated-variant-from-the-collection))
    
*   UI: Fixed the issue where the vertices were not stripped for rich text in multi line. ([1182818](https://issuetracker.unity3d.com/issues/vertices-for-richtext-markups-do-not-get-stripped-if-the-text-does-not-fit-in-a-single-line))
    
*   UI Toolkit: No longer allocating TextInfo inside TextHandle when not necessary. (1249096)
    
*   XR: Fixed Camera matrix returns for HL2 photo capture. ([1207427](https://issuetracker.unity3d.com/issues/photocaptureframe-fails-to-provide-camera-matrices-on-hololens-2))
    

#### Features

*   Input: Input System has been added as a verified package.
    
*   Package Manager: Split `All Packages` into `Unity Registry` and `My Registries`.
    

#### 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