### Known Issues in 2019.4.7f1

*   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))
    
*   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))
    
*   Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" ([1108469](https://issuetracker.unity3d.com/issues/gfx-dot-waitforpresent-huge-spikes-in-profiler-when-vsync-is-off))
    
*   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))
    
*   Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed ([1263921](https://issuetracker.unity3d.com/issues/linux-editor-returns-the-o-keys-keycode-when-the-space-key-is-being-pressed))
    
*   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))
    
*   Metal: Metal Editor view repaint causes geometry explosion randomly ([1267126](https://issuetracker.unity3d.com/issues/metal-editor-view-repaint-causes-geometry-explosion-randomly))
    
*   Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   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))
    
*   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))
    

### 2019.4.7f1 Release Notes

#### Fixes

*   2D: AssetImporter saves freshly packed Atlas with different hash after Library deletion
    
*   Android: Fixed Android Vulkan black screen issue for certain Adreno 630 and 640 drivers ([1206635](https://issuetracker.unity3d.com/issues/vulkan-android-black-screen-appears-immediately-after-launching-an-empty-application))
    
*   Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import. ([1261935](https://issuetracker.unity3d.com/issues/models-change-their-position-in-scene-after-reporting-them-in-2019-dot-4))
    
*   Asset Pipeline: Prevent PluginImporter importing from root folders in registered asset folders ([1193341](https://issuetracker.unity3d.com/issues/package-folders-ending-in-dot-framework-are-incorrectly-handled-and-treated-as-native-plugins-instead-of-packages))
    
*   Editor: Register mouseUp and mouseDrag events as PointerType.Mouse correctly. ([1259249](https://issuetracker.unity3d.com/issues/macos-event-dot-current-dot-type-mousedrag-and-mouseup-pointertype-values-are-not-registered-as-pointertype-dot-mouse))
    
*   Graphics: Add correct usage flag in VFX mesh stripping : avoid lost of actually used channel. ([1261152](https://issuetracker.unity3d.com/issues/vfx-mesh-stripping-doesnt-test-visualeffect))
    
*   Graphics: Fix compute skinning with GraphicsJobs when using Vulkan or Metal ([1251156](https://issuetracker.unity3d.com/issues/vulkan-android-enabling-graphics-jobs-along-with-blendshape-on-vulkan-deforms-skinnedmeshrenderer))
    
*   Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode
    
*   iOS: Fixed xcode archive validation error when using custom storyboard ([1264496](https://issuetracker.unity3d.com/issues/ios-using-custom-storyboard-as-a-launch-screen-with-multitasking-enabled-fails-the-archive-validation-for-app-store))
    
*   iOS: Set proper cpu arch in UIRequiredDeviceCapabilities
    
*   License: Fixed Activating license from the command line fails if machine's binding key has changed ([1040333](https://issuetracker.unity3d.com/issues/activating-license-from-the-command-line-fails-if-machines-binding-key-has-changed))
    
*   License: Fixed Cannot activate license within a docker container ([1193364](https://issuetracker.unity3d.com/issues/cannot-activate-license-within-a-docker-container))
    
*   License: Fixed Machine Identification errors during CLI license activation (1255986)
    
*   License: Fixed Switching Project Path and activating a license causes wrong folder to be used for build ([1219428](https://issuetracker.unity3d.com/issues/switching-project-path-and-activating-a-license-causes-wrong-folder-to-be-used-for-build))
    
*   Linux: Fixed issue where single-instance was not being honored when set in the player settings. ([1211694](https://issuetracker.unity3d.com/issues/linux-force-single-instance-option-in-project-settings-does-not-work))
    
*   Mobile: Fixing problem with signing release AAB using non-ASCII passwords ([1167092](https://issuetracker.unity3d.com/issues/android-builds-fail-if-building-app-bundle-with-signed-keystore-slash-key-that-contains-non-ascii-symbols-in-its-name-or-password))
    
*   Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing. ([1262125](https://issuetracker.unity3d.com/issues/crash-in-stackallocator-trydeallocate-when-calling-particlesystemrenderer-dot-bakemesh))
    
*   Physics: Fix an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time. ([1231211](https://issuetracker.unity3d.com/issues/crash-on-collider2d-cleanup-when-changing-scene-and-disabling-a-gameobject-at-the-same-time))
    
*   Physics: Fix an Editor crash 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))
    
*   Profiler: Fix crash at Editor startup due to invalid profiler history size in the EditorPrefs ([1254442](https://issuetracker.unity3d.com/issues/crash-caused-by-the-profiler-history-size-stored-in-the-registry))
    
*   Profiler: Fixed an issue where CPU texture memory would no longer be reported. ([1261859](https://issuetracker.unity3d.com/issues/texture-read-slash-write-option-does-not-double-the-memory-in-profiler))
    
*   Profiler: Fixed crash when passing null to GetRuntimeMemorySizeLong ([1250256](https://issuetracker.unity3d.com/issues/editor-crashes-when-passing-null-to-profiler-dot-getruntimememorysizelong))
    
*   SceneManager: Fixed SceneManager.GetSceneByBuildIndex returns a blank Scene object when 'Reload Scene' is disabled ([1250452](https://issuetracker.unity3d.com/issues/scenemanager-dot-getscenebybuildindex-returns-a-blank-scene-object-when-reload-scene-is-disabled))
    
*   Serialization: Fix serialization layout errors when using classes with arrays of structs containing SerializeReference fields ([1239667](https://issuetracker.unity3d.com/issues/serialization-layout-errors-when-using-classes-with-arrays-of-structs-containing-serializereference-fields))
    
*   Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly.
    
*   Text: - Fix for GetPathsToOSFonts() not returning any valid font file paths on iOS. (1262883)
    
*   TextCore: - Fix potential marshalling array resize issue. case 1262879 (1262879)
    
*   UI Toolkit: Improved performance for elements using star rule by removing duplicates in StyleVariable list. (1250638)
    
*   WebGL: IL2CPP was not generating threading-enabled code when the threadsSupport project setting was set. ([1243010](https://issuetracker.unity3d.com/issues/webgl-async-tasks-do-not-run-on-webgl-when-threading-is-enabled))
    
*   XR: fix for bug that has been closed. 1254142
    
*   XR: Fixed MockHMD always falls back to Multipass even if SPI is selected. ([1260079](https://issuetracker.unity3d.com/issues/xrsdk-mockhmd-mockhmd-always-falls-back-to-multipass-even-if-spi-is-selected))
    

#### Changes

*   XR: Updated Oculus XR Plugin package to 1.4.0.

#### Improvements

*   Editor: Vertex snapping is many times faster on large scenes, and it's easier to snap to vertices that are close/visible, without accidentally snapping to some far away occluded objects. ([1255176](https://issuetracker.unity3d.com/issues/sceneview-unusable-vertex-snapping-performance-on-large-scenes))

#### 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