### Known Issues in 2021.2.10f1

*   2D: \[Lost Crypt\] Unable to find URP 12.1.0 package error when importing Lost Crypt ([1388129](https://issuetracker.unity3d.com/issues/2d-lost-crypt-unable-to-find-urp-12-dot-1-0-package-error-when-importing-lost-crypt))
    
*   AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles ([1346325](https://issuetracker.unity3d.com/issues/navmesh-agent-can-not-pass-through-passable-area-between-carving-navmesh-obstacles))
    
*   Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 ([1390123](https://issuetracker.unity3d.com/issues/animation-playback-is-incorrect-when-using-asset-bundle-exported-from-unity-5-dot-6-7f1))
    
*   Asset - Database: Editor hangs on exit when importing Maya files and exiting the Editor ([1378586](https://issuetracker.unity3d.com/issues/editor-hangs-on-exit-when-importing-maya-files-and-exiting-the-editor))
    
*   Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle ([1391542](https://issuetracker.unity3d.com/issues/asset-bundle-size-incrementally-increases-when-updating-the-unity-editor-and-rebuilding-the-asset-bundle))
    
*   Build Pipeline: Windows build fails when using Deltatre Magma Engine ([1382217](https://issuetracker.unity3d.com/issues/windows-build-fails-when-using-deltatre-magma-engine))
    
*   HD RP: \[General\]\[AssetDB\]\[URP\] Adding URP to the project causes reimports of many assets and goes into infinite import loops ([1374611](https://issuetracker.unity3d.com/issues/general-assetdb-urp-adding-urp-to-the-project-causes-reimports-of-many-assets-and-goes-into-infinite-import-loops))
    
*   IMGUI: Slider Min and Max Values become the same as the other Slider when selecting multiple Slider GameObjects in the Hierarchy window ([1388196](https://issuetracker.unity3d.com/issues/slider-min-and-max-values-become-the-same-as-the-other-slider-when-selecting-multiple-sliders-in-the-hierarchy-window))
    
*   Inspector Framework: In Record and Preview mode, right clicking Scale does not bring up Animation related features ([1365369](https://issuetracker.unity3d.com/issues/in-record-and-preview-mode-right-clicking-scale-does-not-bring-up-animation-related-features))
    
*   Linux: Player settings and other options are locked after script compilation ([1380015](https://issuetracker.unity3d.com/issues/linux-player-settings-and-other-options-are-locked-after-script-compilation))
    
*   Linux: Editor crashes at "RegisterRuntimeInitializeAndCleanup::ExecuteCleanup()" when quitting from "Enter Safe Mode" prompt \[Linux\] ([1374087](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-registerruntimeinitializeandcleanup-executecleanup-when-quitting-from-enter-safe-mode-prompt))
    
*   Linux: Editor crashes at "\_\_assert\_fail\_base.cold" when opening a project (Linux) ([1375312](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-assert-fail-base-dot-cold-when-opening-a-project))
    
*   MacOS: \[M1\] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on ([1386242](https://issuetracker.unity3d.com/issues/system-is-running-out-of-memory-is-being-thrown-when-using-profiler-as-a-standalone-process-with-deep-profile-turned-on))
    
*   MacOS: \[OSX\]\[Editor\] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters ([1377915](https://issuetracker.unity3d.com/issues/multiple-directorynotfoundexception-errors-appear-when-a-project-is-created-inside-a-directory-with-unicode-characters))
    
*   Metal: Stuttering in Play mode when VSync is disabled ([1373811](https://issuetracker.unity3d.com/issues/metal-stuttering-in-play-mode-when-vsync-is-disabled))
    
*   Metal: Application crashes when "Metal Write-Only Backbuffer" is enabled ([1379210](https://issuetracker.unity3d.com/issues/application-crashes-when-metal-write-only-backbuffer-is-enabled))
    
*   Metal: Consistent EditorLoop 5-10ms spikes when using Metal API ([1378985](https://issuetracker.unity3d.com/issues/consistent-gfx-dot-waitforpresentongfxthread-5-10ms-spikes-when-using-metal-api))
    
*   Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above ([1382113](https://issuetracker.unity3d.com/issues/networking-unitywebrequest-dot-sendwebrequest-delay-occurring-in-2019-dot-4-30f1-and-above))
    
*   OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings ([1374768](https://issuetracker.unity3d.com/issues/unity-crashes-when-entering-force-opengl-or-force-glcore-in-the-advanced-project-settings))
    
*   Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player ([1377934](https://issuetracker.unity3d.com/issues/profiler-profilers-call-stacks-button-gets-out-of-sync-with-playerconnection-when-its-toggled-after-connecting-to-player))
    
*   Progressive Lightmapper: Crash while sculpting Terrain and Baking Lightmaps ([1266511](https://issuetracker.unity3d.com/issues/crash-while-sculpting-terrain))
    
*   Progressive Lightmapper: Unity 2021.2 crashes on some Windows7 PCs when tbb12.dll gets loaded ([1361676](https://issuetracker.unity3d.com/issues/unity-2021-dot-2-crashes-on-some-windows-machines-when-tbb12-dot-dll-gets-loaded))
    
*   Progressive Lightmapper: \[GPU PLM\] Crash after enabling Auto at the end of Bake - OpenCLRenderLightmapBuffers.HasBakingBuffers() ([1389093](https://issuetracker.unity3d.com/issues/gpu-plm-crash-after-enabling-auto-at-the-end-of-bake-openclrenderlightmapbuffers-dot-hasbakingbuffers))
    
*   Progressive Lightmapper: \[GPU PLM\] Crash due to out of bounds access violation in PowerSampling after enabling auto mode at the end of bake on AMD GPU ([1379762](https://issuetracker.unity3d.com/issues/gpu-plm-crash-in-nvopencl64-clgetplatforminfo-after-enabling-auto-generate-checkbox-at-the-end-of-gi-bake))
    
*   Progressive Lightmapper: \[GPU PLM\] Fallback to CPU PLM in CL\_INVALID\_MEM\_OBJECT after switching light color only and rebaking GI ([1356714](https://issuetracker.unity3d.com/issues/gpu-plm-switch-light-color-only-and-rebake-causes-fallback))
    
*   Scene/Game View: Camera resolution is set to default when opening the Editor ([1378321](https://issuetracker.unity3d.com/issues/camera-resolution-is-set-to-default-when-opening-the-editor))
    
*   Scripting: Only some assemblies fail to be loaded when assembly name does not match the file name ([1345099](https://issuetracker.unity3d.com/issues/only-some-assemblies-fail-to-be-loaded-when-assembly-name-does-not-match-the-file-name))
    
*   Scripting: \[MacOS\] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles ([1383700](https://issuetracker.unity3d.com/issues/an-unhandled-exception-is-thrown-in-the-editor-dot-log-and-console-window-when-trying-to-build-assetbundles))
    
*   Shader System: Shader stripping crashes when it gets too many variants ([1388530](https://issuetracker.unity3d.com/issues/shader-stripping-crashes-when-it-gets-too-many-variants))
    
*   Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time ([1375015](https://issuetracker.unity3d.com/issues/scene-is-brighter-in-standalone-player-if-it-was-open-in-the-editor-at-build-time))
    
*   Terrain: Material keyword APIs don't list keywords when using a newly imported SpeedTree ([1398133](https://issuetracker.unity3d.com/issues/material-keyword-apis-dont-list-keywords-when-using-a-newly-imported-speedtree))
    
*   Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project ([1382082](https://issuetracker.unity3d.com/issues/editor-crashes-on-textcore-fontengine-getsystemfontreferencesinternal-when-opening-the-project))
    
*   uGUI: Extra OnEnter and OnExit event calls when hovering over UI elements ([1394226](https://issuetracker.unity3d.com/issues/wrong-onenter-and-onexit-event-calls-when-hovering-over-ui-elements))
    
*   uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera ([1394756](https://issuetracker.unity3d.com/issues/prefab-is-glitchy-when-editing-in-prefab-mode-in-a-custom-ui-environment))
    
*   Universal Windows Platform: "TlsException: Handshake failed" error when UWP Build configuration is set to Release/ARM64 ([1387294](https://issuetracker.unity3d.com/issues/tlsexception-handshake-failed-error-when-uwp-build-configuration-is-set-to-release))
    
*   URP Features: Some lit Shaders are having huge count of variants which leads to project build prevention ([1378545](https://issuetracker.unity3d.com/issues/some-lit-shaders-are-having-huge-count-of-variants-which-leads-to-project-build-prevention))
    
*   URP Features: \[URP\]\[MacOS\] Getting Light artifacts in a Scene view with Spot Lights when Android Platform is selected in the Build Settings ([1392965](https://issuetracker.unity3d.com/issues/urp-macos-getting-light-artifacts-in-a-scene-view-with-spot-lights-when-android-platform-is-selected-in-the-build-settings))
    
*   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))
    
*   Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver ([1325310](https://issuetracker.unity3d.com/issues/editor-crashes-or-freezes-with-copying-file-failed-error-when-importing-a-file-from-winrar-archiver))
    
*   XR SDK: \[XR\]\[Linux\] 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))
    

### 2021.2.10f1 Release Notes

#### Features

*   Video: Added support for Mac for advanced video encoding controls for H.264.

#### Improvements

*   Graphics: Updated QualitySettings.maxQueuedFrames to work in Vulkan API.

#### Fixes

*   Asset Pipeline: Fixed an issue where an empty meta file was not handled as malformed meta file. ([1361260](https://issuetracker.unity3d.com/issues/imported-folders-and-files-are-missing-in-the-project-window-when-the-initially-created-meta-file-is-empty))
    
*   Burst: Fixed a bug where the compiler would reject a `try`/`finally` statement if it was the first thing in a method.
    
*   Burst: Fixed a compiler miscompile if you load a `static readonly v128` and pass it straight to a function as an argument.
    
*   Burst: Fixed a null-derefence that could occur if you used `UnsafeUtility.IsUnmanaged` in a `static readonly` constructor.
    
*   Burst: Fixed a Unity 2021.2 and newer bug that manifested with UWP builds to use the right `unityaot` folder.
    
*   Burst: Fixed an editor crash when trying to debug a DirectCalled method.
    
*   Burst: Fixed an error if install in build folder is used without ever using a regular build.
    
*   Burst: Fixed an issue with the invalid gc handle release to avoid corrupt current domains and crashes. ([1346442](https://issuetracker.unity3d.com/issues/crash-when-entering-play-mode-and-serializing-data-after-modifying-script))
    
*   Burst: Fixed some memory leaks between the C# and C++ parts of the Burst compiler, and added CI tooling to ensure this doesn't happen again.
    
*   GI: Fixed a Black light probes after duplicating baked geometry during the bake with CPU Lightmapper. ([1332156](https://issuetracker.unity3d.com/issues/osx-black-light-probes-after-duplicating-baked-geometry-during-the-bake-with-cpu-lightmapper))
    
*   GI: Fixed the denoising of shadowmask with the GPULM. ([1361651](https://issuetracker.unity3d.com/issues/gpu-plm-baked-shadowmask-is-not-rendered-for-some-gameobjects-when-using-direct-denoising))
    
*   Graphics: Fixed a Vulkan instable frame time and input lag due to queuing too many frames. ([1331307](https://issuetracker.unity3d.com/issues/hdrp-vulkan-lag-when-using-vulkan-api-in-build-even-with-good-framerate))
    
*   IL2CPP: Fixed a race condition loading string literal values. ([1379139](https://issuetracker.unity3d.com/issues/string-literal-may-be-garbage-collected-when-building-project-with-il2cpp-support))
    
*   IL2CPP: Fixeda possible compilation error in field access in unsafe generic code. (1394221)
    
*   iOS: Hid the QuickType bar on iOS15 when Keyboard autocorrection is set to false. ([1381272](https://issuetracker.unity3d.com/issues/ios-keyboard-quicktype-bar-is-not-disabled-in-15-ios-when-it-is-set-to-false-when-using-xcode-13-dot-1))
    
*   Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements. ([1373355](https://issuetracker.unity3d.com/issues/uwp-application-dot-targetframerate-doesnt-work-when-building-in-uwp))
    
*   Mono: Fixed an issue where locale name could not be resolved correctly on Android. ([1376786](https://issuetracker.unity3d.com/issues/android-mono-currentculture-returns-invariant-language-instead-of-the-actual-language-when-running-app-on-android))
    
*   Prefabs: Fixed crash when you hide flags on PrefabInstance objects with a missing source prefab. ([1381563](https://issuetracker.unity3d.com/issues/crash-when-calling-hideflags-after-removing-missing-nested-prefab))
    
*   Scene/Game View: Reduced CPU use when hovering an Overlay. ([1381613](https://issuetracker.unity3d.com/issues/transientsceneviewoverlays-are-causing-repaintall-and-gpu-slash-cpu-usage-increases-to-20-30-percent-when-hover-over-camera-preview-window))
    
*   Undo System: Fixed a crash resulting from undoing object creation with unregistered child objects. ([1382649](https://issuetracker.unity3d.com/issues/crash-on-undomanager-checkconsistencyofaffectedtransforms-after-undoing-script-instantiated-prefabs))
    
*   Universal Windows Platform: Fixed Application.targetFrameRate rendering at a significantly lower frame rate than specified.
    
*   VFX Graph: Fixed Particles Simulation to behave as expected on paused effect. ([1355385](https://issuetracker.unity3d.com/issues/vfx-particle-simulation-doesnt-match-the-reference-vfx-when-using-visualeffect-dot-simulate))
    

#### Package changes in 2021.2.10f1

#### Packages updated

*   com.unity.burst: [1.6.3](https://docs.unity3d.com/Packages/com.unity.burst@1.6//changelog/CHANGELOG.html) → [1.6.4](https://docs.unity3d.com/Packages/com.unity.burst@1.6//changelog/CHANGELOG.html)
    
*   com.unity.inputsystem: [1.2.0](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.2//changelog/CHANGELOG.html) → [1.3.0](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.3//changelog/CHANGELOG.html)