### Known Issues in 2019.4.8f1

*   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))
    
*   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: 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: \[macOS\] 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))
    
*   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))
    
*   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))
    
*   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))
    
*   Serialization: \[SerializeReference\] 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))
    
*   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))
    

### 2019.4.8f1 Release Notes

#### Fixes

*   2D: Fixed Edge and Polygon 2D collider tools not supporting multiple selection. ([1224661](https://issuetracker.unity3d.com/issues/it-is-not-possible-to-edit-a-second-edge-collider-2d-when-two-edge-collider-2d-components-are-added-to-an-object))
    
*   2D: GameObjects created by RuleTile are destroyed if Tilemap.CompressBounds is called during awake or start ([1194166](https://issuetracker.unity3d.com/issues/gameobjects-created-by-ruletile-are-destroyed-if-tilemap-dot-compressbounds-is-called-during-awake-or-start))
    
*   AI: Resolves an issue where NavMeshQuery::Raycast could get stuck in an infinite loop if the NavMesh contains degenerate polygons. ([1254813](https://issuetracker.unity3d.com/issues/navmeshquery-raycast-contains-an-endless-loop-that-makes-the-editor-freeze-when-using-navmeshagent-dot-raycast))
    
*   Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. ([1253155](https://issuetracker.unity3d.com/issues/clip-count-is-not-updated-correctly-when-animator-dot-runtimeanimatorcontroller-is-changed-twice-on-the-same-frame))
    
*   Asset Pipeline: Fixed performance problem with script type hash generation used for script type dependencies ([1260657](https://issuetracker.unity3d.com/issues/assetdatabase2-editor-encounters-an-endless-recursion-when-importing-a-prefab-from-a-unity-package-file))
    
*   Editor: Added internal CompilationPipeline.IsCodegenComplete()
    
*   Editor: Added UNITY\_TEST\_FRAMEWORK define constraint to filter out test framework assemblies from platform build without tests ([1210156](https://issuetracker.unity3d.com/issues/jobs-dots-building-empty-project-with-jobs-results-in-unable-to-find-player-assembly-errors))
    
*   Editor: Fix tab dragging on Windows from a secondary monitor where the taskbar is on the left edge of the screen (1233409)
    
*   Editor: Fixed 'BeginLayoutGroup must be called first' console errors being printed when canceling some editor dialogs. ([1248979](https://issuetracker.unity3d.com/issues/terrain-error-thrown-on-canceling-import-raw-heightmap-under-texture-resolution-from-terrain-settings))
    
*   Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified. ([1247020](https://issuetracker.unity3d.com/issues/custom-menu-item-fails-validation-when-opened-in-the-hierarchy-window))
    
*   Editor: Fixed application freezes when it is out of focus. ([1247435](https://issuetracker.unity3d.com/issues/application-becomes-not-responding-when-switching-focus-in-a-x86-64-build))
    
*   Editor: Fixed crashing when loading a project with duplicate scenes. ([1069650](https://issuetracker.unity3d.com/issues/unity-crashes-when-opening-a-project-with-two-identical-scenes-one-of-them-being-unloaded))
    
*   Editor: Fixed `GUIClip` errors when creating scripts while Project window is in a single column mode ([1255353](https://issuetracker.unity3d.com/issues/creating-a-new-c-number-script-throws-an-error-when-project-window-is-set-to-one-column-layout-and-vs-solution-is-generated))
    
*   Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins ([1237217](https://issuetracker.unity3d.com/issues/macos-bundle-plugins-are-not-linked-on-xcode-project-export))
    
*   Graphics: Fix CustomRenderTexture not using depth for camera rendering ([1226411](https://issuetracker.unity3d.com/issues/android-ios-rendertexture-does-not-render-gameobjects-if-cameras-clear-flags-is-set-to-skybox-after-switching-platform))
    
*   Graphics: Fixed a bug with AsyncGPUReadback, where if you first read into a NativeArray, and then the request was recycled and used normally, it would fail to release the memory for the request. ([1260624](https://issuetracker.unity3d.com/issues/asyncgpureadback-can-leak-memory-under-certain-circumstances))
    
*   Graphics: Fixed missing support for texture 2d (ms) arrays.
    
*   Graphics: Fixed warmup of shaders with instancing variant crashing on some graphics api (1245347)
    
*   Graphics: Metal: Fixed an Editor scene view issue causing artifacts on some GPU drivers ([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))
    
*   Graphics: Metal: Fixed Editor view repaint causing geometry explosion randomly ([1267126](https://issuetracker.unity3d.com/issues/metal-editor-view-repaint-causes-geometry-explosion-randomly))
    
*   Graphics: Solve performance issues with reflection probe anchors when reloading scenes.
    
*   iOS: Correctly implement touch reset when app resigns active ([1253537](https://issuetracker.unity3d.com/issues/ios-input-dot-touchcount-does-not-reset-after-opening-and-closing-the-control-center))
    
*   macOS: Change Plugins to PlugIns for code signing ([1188947](https://issuetracker.unity3d.com/issues/macos-code-signing-using-deep-flag-fails-on-built-package-due-to-incorrect-case-in-built-contents-slash-plugins-folder))
    
*   Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.
    
*   Package Manager: List the samples of a package api doesn't work without opening package manager window ([1259196](https://issuetracker.unity3d.com/issues/packman-sample-dot-findbypackage-does-not-find-samples-when-the-package-manager-window-was-not-opened-before-calling-it))
    
*   Package Manager: Project browser gets refreshed when a embed package name is modified.
    
*   Package Manager: Trying to import an asset which is a complete project from the Package Manager will now display a popup dialog informing that the user's project settings will be overwritten if they choose to continue with the import. ([1255256](https://issuetracker.unity3d.com/issues/asset-store-complete-projects-overwriting-project-settings-with-no-warning))
    
*   Profiler: Added missing root to memory snapshots to account for executable and dll in memory size ([989625](https://issuetracker.unity3d.com/issues/executableanddlls-is-not-found-when-checking-through-a-packedmemorysnapshot))
    
*   Profiler: Fixed a crash where triggering a Snapshot on a player with an Editor connected, would attempt to the snapshot to the Editor ([1260560](https://issuetracker.unity3d.com/issues/crash-on-memorysnapshotoperation-submitdata-after-creating-a-player-memory-snapshot))
    
*   Scripting: Fix crash when native hardware exceptions occur in Burst compiled code. (1253096)
    
*   Scripting: Sort ILPostProcessors by name
    
*   Serialization: Fix crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field. ([1256438](https://issuetracker.unity3d.com/issues/crash-in-typetreequeries-readstringfrombuffer-when-assigning-a-serializereference-with-a-specific-serialization-order))
    
*   Shaders: Fixed Metal shader compilation error when half values are reinterpret-casted to integer values ([1223279](https://issuetracker.unity3d.com/issues/metal-ios-shader-does-not-compile-and-does-not-throw-errors-when-application-is-deployed-to-ios))
    
*   Shaders: Fixed metal shader compilation error when half3 temporary arrays are used ([1256024](https://issuetracker.unity3d.com/issues/ios-metal-shader-compilation-error-when-using-half3))
    
*   Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen ([1201766](https://issuetracker.unity3d.com/issues/visual-artifacts-appear-when-window-is-being-minimized-and-reopened-using-right-click-mouse-button))
    
*   XR: Correct culling frustum calculation for Windows Mixed Reality.
    
*   XR: Fix for performance loss from lack of stereo and matrix buffer memory compares with CPU shadow memory. (1262059)
    
*   XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0 ([1245185](https://issuetracker.unity3d.com/issues/android-ar-building-an-arcore-project-fails-when-gradle-version-is-3-dot-6-0))
    

#### Improvements

*   2D: Improve placement of Tiles in Tile Palette for Spritesheets where there are gaps between Tiles
    
*   Editor: Dark Theme editor preference is now available to all users
    

#### Features

*   Editor: Added -version argument to command line arguments which prints out the Unity version to console

#### 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