### Known Issues in 2021.1.23f1

*   Asset Bundles: Building process of the AssetBundles is slow when the file count is huge ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset ([1353925](https://issuetracker.unity3d.com/issues/editor-crashes-on-unityeditor-dot-unsupported-isdestroyscriptableobject-when-applying-changes-to-a-custom-asset))
    
*   Asset Importers: \[MacOS\] Second Unity instance in Activity Monitor is "not responding” after importing ([1331736](https://issuetracker.unity3d.com/issues/macos-second-unity-instance-in-activity-monitor-is-not-responding-after-importing))
    
*   Global Illumination: Crash while sculpting Terrain and Baking Lightmaps ([1266511](https://issuetracker.unity3d.com/issues/crash-while-sculpting-terrain))
    
*   Global Illumination: \[Enlighten\] Fatal Error when closing the Editor while Generating Lighting ([1354238](https://issuetracker.unity3d.com/issues/fatal-error-when-closing-the-editor-while-generating-lighting))
    
*   Global Illumination: \[LightProbes\] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled ([1052045](https://issuetracker.unity3d.com/issues/light-probes-lose-their-lighting-data-after-entering-play-mode-when-baked-and-realtime-gi-are-enabled))
    
*   IL2CPP: \[Android\] \[IL2CPP\] Old build artifacts are used when ARMv7 and ARM64 build follows a ARM64 only build from different git branch ([1347245](https://issuetracker.unity3d.com/issues/android-il2cpp-old-build-artifacts-are-used-when-armv7-and-arm64-build-follows-a-arm64-only-build-from-different-git-branch))
    
*   Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window ([1358134](https://issuetracker.unity3d.com/issues/input-dot-getkey-does-not-trigger-when-the-mouse-cursor-is-outside-the-game-window))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   MacOS: Port count never stops increasing in Standalone build on Mac Standalone ([1365570](https://issuetracker.unity3d.com/issues/port-count-never-stops-increasing-in-standalone-build-on-mac-standalone))
    
*   Mobile: \[Android\] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK ([1331290](https://issuetracker.unity3d.com/issues/app-stops-due-to-onpixelcopyfinishedlistener-not-being-supported-on-devices-with-lower-than-24-sdk))
    
*   Packman: User can't easily configure location of both UPM and Asset Store package local cache ([1317232](https://issuetracker.unity3d.com/issues/user-cant-easily-configure-location-of-both-upm-and-asset-store-package-local-cache))
    
*   Profiling: GUIStyle errors are thrown when entering Play mode with docked Profiler and the "Maximize On Play" option Enabled ([1364443](https://issuetracker.unity3d.com/issues/guistyle-errors-are-thrown-when-entering-play-mode-with-docked-profiler-and-the-maximize-on-play-option-enabled))
    
*   Profiling: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded ([1364643](https://issuetracker.unity3d.com/issues/profiler-dot-gettotalallocatedmemorylong-increases-when-scene-is-loaded-and-unloaded))
    
*   Quality of Life: Scrolling is jumping when scrolling in the Input Manager ([1362327](https://issuetracker.unity3d.com/issues/scrolling-is-jumping-when-scrolling-in-the-input-manager))
    
*   Scripting: Crashes on mono\_class\_init when entering Play Mode after recompiling scripts ([1262671](https://issuetracker.unity3d.com/issues/crashes-on-mono-class-init-when-entering-play-mode-after-recompiling-scripts))
    
*   Scripting: Increased Script Assembly reload time ([1323490](https://issuetracker.unity3d.com/issues/increased-reload-time))
    
*   Scripting: Unity does not execute code weavers when the project is opened for the first time ([1350116](https://issuetracker.unity3d.com/issues/unity-does-not-execute-code-weavers-when-its-opened-for-the-first-time))
    
*   uGUI: Poor performance when loading or unloading a large Scene ([1360901](https://issuetracker.unity3d.com/issues/poor-performance-when-loading-or-unloading-a-large-scene))
    
*   Vulkan: \[Editor\] The Scene's GameObjects textures are seemingly random and change colours depending on the Scene's Camera pos. ([1337772](https://issuetracker.unity3d.com/issues/vulkan-editor-the-scenes-gameobjects-textures-are-seemingly-random-and-change-colours-depending-on-the-scenes-camera-pos))
    
*   XR: \[Linux\] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" ([1362435](https://issuetracker.unity3d.com/issues/xr-linux-scene-view-doesnt-render-when-opening-new-ar-or-vr-template-project-or-pressing-show-tutorials))
    

### 2021.1.23f1 Release Notes

#### Improvements

*   Editor: Shaders will have SHADER\_API\_(DESKTOP|MOBILE) define set according to the target build platform.

#### API Changes

*   Shadergraph: Added: Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph\\.
    
*   Shadergraph: Added: Added View Vector Node documentation.
    

#### Fixes

*   Asset Pipeline: Fixed an issue where ScriptableObjects could be loaded when querying their type using AssetDatabase.GetMainAssetTypeAtPath(). ([1351973](https://issuetracker.unity3d.com/issues/assetdatabase-dot-getmainassettypeatpath-sometimes-loads-objects-when-deriving-their-type-and-leaves-them-loaded))
    
*   Asset Pipeline: Fixed an issue where the main object name did not update correctly when duplicating or copying assets. ([1227555](https://issuetracker.unity3d.com/issues/renamed-or-duplicated-scriptableobject-contains-old-assets-name-till-saveporject-is-pressed))
    
*   Editor: Fixed an infinite notification in Settingswindow. ([1361351](https://issuetracker.unity3d.com/issues/mobile-notifications-editor-crashes-when-clicking-on-any-category-while-mobile-notifications-pane-is-open))
    
*   Editor: Fixed an issue where tooltips were not displayed for the reorderable lists. ([1345236](https://issuetracker.unity3d.com/issues/tooltips-are-not-displayed-in-inspector-when-hovering-over-the-reorderable-array-slash-list-property))
    
*   Graphics: Fixed a crash when uploading large number of texture assets in DX12. ([1324699](https://issuetracker.unity3d.com/issues/crash-on-tiledtexturemanager-createtexture-when-creating-a-large-amount-of-assets-in-one-batch))
    
*   Graphics: Fixed a shader code generation issue when using Texture2D/Texture2DArray Load with offset. ([1357095](https://issuetracker.unity3d.com/issues/android-shader-compiler-generates-ivec3-instead-of-ivec2-when-compiling-texture2d-dot-load))
    
*   HDRP: Fixed an issue where auto baking of ambient and reflection probe performed for builtin renderer would cause wrong baking in HDRP.
    
*   macOS: Fixed a crash in pthread\_wait\_cond when launching Unity with -importPackage option. ([1301071](https://issuetracker.unity3d.com/issues/osx-editor-crashes-on-pthread-cond-wait-when-launching-editor-with-importpackage-command-line-argument))
    
*   macOS: Fixed an issue where Cursor.lockState registers input movement as if the mouse was moved to the center first before following the actual mouse movement. ([1283506](https://issuetracker.unity3d.com/issues/mac-cursor-dot-lockstate-registers-input-movement-to-center-when-mouse-is-moved))
    
*   Shadergraph: Fixed a serialization PVT property flags issue when using subgraphs. This fixes SRP batcher compatibility.
    
*   Shadergraph: Updated the View Direction documentation.
    
*   Shaders: Fixed an issue where UsePass with local keywords did not always use correct keywords. ([1329514](https://issuetracker.unity3d.com/issues/shader-with-usepass-is-missing-certain-passes-in-a-player-build))
    
*   UI Toolkit: Fixed an issue with highlighter positioning and draw order. ([1174816](https://issuetracker.unity3d.com/issues/linux-editor-highlighter-does-not-work-well))
    
*   URP: Fixed an issue where soft shadows shader variants did not set to multi\_compile\_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
    
*   URP: Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading. ([1348407](https://issuetracker.unity3d.com/issues/urp-speedtree-speedtree8-shader-has-an-artifact-when-convert-to-billboard-lod))
    
*   URP: VFX: Fixed a soft particles issue when HDR or Opaque texture wasn't enabled.
    
*   URP: VFX: Fixed an OpenGL soft particles fallback issue when depth texture wasn't available.
    
*   VFX Graph: Fixed a compilation issue when normal was used in shadergraph for opacity with unlit output.
    
*   VFX Graph: Fixed a null reference exception when Camera type in VFX graph was exposed. ([1315582](https://issuetracker.unity3d.com/issues/exposing-a-camera-type-in-blackboard-throws-null-ref-exception-console-errors))
    
*   VFX Graph: Fixed a Soft Particle depth computation isseu when using an orthographic camera. ([1309961](https://issuetracker.unity3d.com/issues/vfx-is-shown-behind-gameobjects-when-the-vfx-is-closer-to-the-orthographic-camera-and-soft-particle-is-enabled))
    
*   VFX Graph: Fixed an exception in VFXFilterWindow if search field was empty. ([1235269](https://issuetracker.unity3d.com/issues/vfx-graph-editor-throws-nullreferenceexception-in-the-console-when-a-new-node-is-created-from-output-mesh-node-in-vfx-graph))
    
*   VFX Graph: Fixed an incorrect buffer type for strips issue.
    
*   VFX Graph: Fixed an isssue where VFX with an output mesh was being always reimported. ([1309753](https://issuetracker.unity3d.com/issues/output-mesh-nodes-force-vfxs-to-recompile-when-not-neded))
    
*   VFX Graph: Fixed an issue where a Target GameObject attach button did not allow attaching of a valid VFX if the last selection was invalid. ([1312178](https://issuetracker.unity3d.com/issues/vfx-window-target-gameobject-attach-button-does-not-allow-attaching-a-valid-vfx-if-the-last-selection-was-invalid))
    
*   VFX Graph: Fixed an issue where deleted properties show up in the inspector. ([1320952](https://issuetracker.unity3d.com/issues/blackboard-deleted-properties-still-show-up-in-the-inspector))
    
*   VFX Graph: Fixed an issue where deleting a flow edge between Init and Update threw an invalid operation exception. ([1315593](https://issuetracker.unity3d.com/issues/model-is-not-registered-errors-when-disconnecting-a-system-between-its-initialize-and-update-contexts))
    
*   VFX Graph: Fixed an issue where having more than five GPU Event output leaded to "unexpected token 'if" at compilation. ([1323434](https://issuetracker.unity3d.com/issues/vfx-too-many-gpu-event-leads-to-compilation-error))
    
*   VFX Graph: Fixed an issue where modified state in the VFX tab did not have the correct state.
    
*   VFX Graph: Fixed an issue where Motion Vector map sampling for flipbooks were not using the correct mips.
    
*   VFX Graph: Fixed an issue where some settings were not always triggering a recompilation. ([1322844](https://issuetracker.unity3d.com/issues/change-in-some-operator-enums-doesnt-recompile-the-graph))
    
*   VFX Graph: Remove unexpected expression in spawn context evaluation. (1318412)