### Known Issues in 2022.3.0f1

- Kernel: Crash on core::Join<core::basic_string<char,core::StringStorageDefault<char> > & __ptr64,char const (& __ptr64)[2],core::basic_string_ref<char> > when the Editor runs out of memory saving an invalid override
    ([UUM-36776](https://issuetracker.unity3d.com/issues/crash-on-core-join-core-basic-string-char-core-stringstoragedefault-and-ptr64-char-const-and-ptr64-2-core-basic-string-ref-when-the-editor-runs-out-of-memory-saving-an-invalid-override))



### New 2022.3.0f1 Entries since 2022.2.21f1

#### Fixes

- Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function

- Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds

- Build Pipeline: Fixed crash during Content File loading due to out of bounds array access.

- Core: Allows `NativeArray<T>.Dispose(JobHandle)` to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize\(\) call."

- Core: Fixed GameObject being set to dirty after setting active to false when parent is inactive and activeSelf was already false.

- Editor: Fix crash caused by gpu out of mem
    ([UUM-25089](https://issuetracker.unity3d.com/issues/linux-crash-with-multiple-stack-traces-when-opening-a-project-created-from-test-track-template))

- Editor: Fixed margins appearing in game view on Windows displays with non-integer display scale
    ([UUM-32991](https://issuetracker.unity3d.com/issues/game-view-has-huge-borders-around-when-free-aspect-is-selected-on-windows-machine))

- GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish.
    (UUM-34425)

- Graphics: Disable Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug
    (UUM-31640)



### Preview of Final 2022.3.0f1 Release Notes

#### Fixes

- Android: Avoid an error generated by the Vulkan loader on Android when trying to load vkGetPhysicalDeviceFragmentShadingRatesKHR as Vulkan device function

- Android: Filter some redundant warnings on some Adreno devices that cause severe performance issues in development builds

- Build Pipeline: Fixed crash during Content File loading due to out of bounds array access.

- Core: Allows `NativeArray<T>.Dispose(JobHandle)` to be callabled from a Burst compiled function. Previously an InvalidOperationException would be thrown saying "Reflection data was not set up by an Initialize\(\) call."

- Core: Fixed GameObject being set to dirty after setting active to false when parent is inactive and activeSelf was already false.

- Editor: Fix crash caused by gpu out of mem
    ([UUM-25089](https://issuetracker.unity3d.com/issues/linux-crash-with-multiple-stack-traces-when-opening-a-project-created-from-test-track-template))

- Editor: Fixed margins appearing in game view on Windows displays with non-integer display scale
    ([UUM-32991](https://issuetracker.unity3d.com/issues/game-view-has-huge-borders-around-when-free-aspect-is-selected-on-windows-machine))

- GI: Fixed a bug where moving the camera while in an scene visualization mode would cause light bakes to never finish.
    (UUM-34425)

- Graphics: Disable Vulkan DebugUtilsLabels for Linux AMD due to driver crash bug
    (UUM-31640)




