### Known Issues in 2020.1.12f1

*   AI: A NavMeshAgent GameObject teleports to a near NavMeshSurface when collided with a moving NavMeshObstacle ([1072945](https://issuetracker.unity3d.com/issues/a-navmeshagent-gameobject-teleports-to-a-near-navmeshsurface-when-collided-with-a-moving-navmeshobstacle))
    
*   Animation: The Inspector is empty when selecting the Blend Tree that has been copied and pasted of other Blend Tree ([1274572](https://issuetracker.unity3d.com/issues/the-inspector-is-empty-when-selecting-the-blend-tree-that-has-been-copied-and-pasted-of-other-blend-tree))
    
*   Asset Import Pipeline: Crash on mdb\_txn\_begin when SourceAssetDB has a lock on it from another process ([1208749](https://issuetracker.unity3d.com/issues/crash-on-mdb-txn-begin-when-sourceassetdb-has-a-lock-on-it-from-another-process))
    
*   Asset Import Pipeline: Project Startup time slow due to unmatched Custom Dependencies ([1276078](https://issuetracker.unity3d.com/issues/project-startup-time-slow-due-to-unmatched-custom-dependencies))
    
*   Asset Import Pipeline: Texture Assets are reimported when the launched Editor is recovering from an unexpected close if there were compilation errors ([1264055](https://issuetracker.unity3d.com/issues/texture-assets-are-reimported-when-the-launched-editor-is-recovering-from-an-unexpected-close-if-there-were-compilation-errors))
    
*   Asset Importers: \[Performance Regression\] Importing an fbx model is noticeably slower when the model contains Animations ([1265275](https://issuetracker.unity3d.com/issues/performance-regression-importing-an-fbx-model-is-noticeably-slower-when-the-model-contains-animations))
    
*   Collab: Collab crashes on clicking Update calling ConflictsManager::AddConflict ([913690](https://issuetracker.unity3d.com/issues/collab-crashes-on-clicking-update-calling-conflictsmanager-addconflict))
    
*   Global Illumination: Crashing with progressive GPU when baking lighting with the AZURE Nature demo scene ([1277383](https://issuetracker.unity3d.com/issues/crashing-with-progressive-gpu-when-baking-lighting-with-the-azure-nature-demo-scene))
    
*   Global Illumination: \[OSX\] Crash on 'Preparing Bake' stage when rebaking GI after changing lighting settings and clearing baked data ([1271626](https://issuetracker.unity3d.com/issues/osx-crash-on-preparing-bake-stage-when-rebaking-gi-after-changing-lighting-settings-and-clearing-baked-data))
    
*   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))
    
*   IL2CPP: UnityLinker strips classes used with the SerializeReference attribute ([1232785](https://issuetracker.unity3d.com/issues/unitylinker-strips-classes-used-with-the-serializereference-attribute))
    
*   IMGUI: Editor performance loss when selecting an object in the Select Object window ([1285342](https://issuetracker.unity3d.com/issues/editor-performance-loss-when-selecting-an-object-in-the-select-object-window))
    
*   Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked ([1248389](https://issuetracker.unity3d.com/issues/linux-inputsystems-mouse-delta-values-do-not-change-when-the-cursor-lockstate-is-set-to-locked))
    
*   Mobile: \[Android\]\[IL2CPP\] App crashes during launch with "Using memoryadresses from more than 16GB of memory" messages on Android 11 ([1284525](https://issuetracker.unity3d.com/issues/android-il2cpp-empty-project-crashes-on-launch-with-using-memoryadresses-from-more-than-16gb-of-memory-messages))
    
*   Package: \[Reflect\] Standalone build fails with package errors if Unity Reflect is installed ([1266377](https://issuetracker.unity3d.com/issues/reflect-standalone-build-fails-with-package-errors-if-unity-reflect-is-installed))
    
*   Profiling: Profiler - RawFrameDataIterator ThreadID will always return 0 for profiler frame data loaded from .data files ([1279213](https://issuetracker.unity3d.com/issues/profiler-rawframedataiterator-threadid-will-always-return-0-for-profiler-frame-data-loaded-from-data-files))
    
*   Scene Management: Allocated memory is not cleared when loading and unloading scenes ([1275751](https://issuetracker.unity3d.com/issues/allocated-memory-is-not-cleared-when-loading-and-unloading-scenes))
    
*   Scene/Game View: Editor locks up when applying a material to a prefab in isolation mode after renaming the prefab ([1284799](https://issuetracker.unity3d.com/issues/editor-locks-up-when-applying-a-material-to-a-prefab-in-isolation-mode-after-renaming-the-prefab))
    
*   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))
    
*   WebGL: \[Linux\] WebGL build always fails and throws a FileNotFoundException ([1268262](https://issuetracker.unity3d.com/issues/linux-webgl-build-always-fails-and-throws-a-filenotfoundexception))
    
*   Window Management: \[window layout\] cannot load editor layout, stuck in infinite loop of "failed to load window layout" ([1275270](https://issuetracker.unity3d.com/issues/window-layout-cannot-load-editor-layout-stuck-in-infinite-loop-of-failed-to-load-window-layout))
    
*   iOS: Crash on il2cpp::vm::LivenessState::AddProcessObject when using Social.LoadUsers and then changing scenes ([1270230](https://issuetracker.unity3d.com/issues/ios-il2cpp-crash-on-il2cpp-vm-livenessstate-addprocessobject-when-using-social-dot-loadusers-and-then-changing-scenes))
    
*   iOS: \[UaaL\] UnityFramework with 3rd party plugins triggers watchdog termination after launch ([1262272](https://issuetracker.unity3d.com/issues/ios-unityframework-with-3rd-party-plugins-triggers-watchdog-termination-after-launch))
    
*   iOS: \[iOS 14\] VideoPlayer crashes on EXC\_BAD\_ACCESS or signal SIGABRT when audioOutputMode is set to APIOnly or Audio Source ([1274837](https://issuetracker.unity3d.com/issues/ios-videoplayer-crashes-when-audiooutputmode-is-set-to-apionly-or-audiosource))
    

### 2020.1.12f1 Release Notes

#### System Requirements Changes

##### For running Unity games

*   iOS: minimum version incremented to 10.0 (from 9.0).

#### Fixes

*   2D: Fixed dynamic batching for TilemapRenderer in Individual mode with SpriteRenderers when Sprites have secondary textures set. ([1277223](https://issuetracker.unity3d.com/issues/tilemap-renderer-in-individual-mode-does-not-batch-with-other-sprite-renderers))
    
*   2D: Fixed totalSpriteSurfaceArea to get reserialized when switching build platforms. ([1273235](https://issuetracker.unity3d.com/issues/android-spriteatlas-totalspritesurfacearea-get-reserialized-when-switching-build-platforms))
    
*   AI: Fixed an issue where CreateLocation does not return correct projection of an input point on an OffMeshLink. ([1246726](https://issuetracker.unity3d.com/issues/navmeshquery-dot-createlocation-always-returns-the-same-point-when-using-a-navmeshlink-polygon-even-if-the-width-is-0))
    
*   Android: Fixed to enable Unity perform Android SDK update with elevated privileges on Windows. Previously if Android SDK/NDK would be installed in folder like Program Files, Unity wouldn't be able to update Android SDK. With new behavior user will be prompted with a dialog where Unity will ask - if it can run sdkmanager.bat with elevated privileges. (1281951)
    
*   Asset Import: Fixed such that substance files do not display an import warning anymore when the substance plugin is correctly set up in a new project. ([1221240](https://issuetracker.unity3d.com/issues/substance-designer-material-support-warnings-are-thrown-on-project-load-even-when-the-plugin-is-installed))
    
*   Audio: Fixed to synchronize audio source playing state with timeline clip playing state. ([1146694](https://issuetracker.unity3d.com/issues/audiosource-dot-isplaying-is-set-to-false-when-audio-is-being-played-through-a-playable-director))
    
*   Audio: Fixed to unblock streaming mp3 on supported platforms. ([1224487](https://issuetracker.unity3d.com/issues/streaming-of-mp3-files-is-not-supported-when-pc-mac-and-linux-standalone-platform-is-selected))
    
*   Editor: Fixed -api-profile flag causing editor to write to ProjectSettings/ProjectSettings.asset using binary serialization mode despite ForceText being configured in ProjectSettings/EditorSettings.asset.
    
*   Editor: Fixed a crash that could occur when Burst compilation was scheduled before Burst had been initialized.
    
*   Editor: Fixed incorrect error message in audio importer. ([1279810](https://issuetracker.unity3d.com/issues/unknown-platform-passed-to-audioimporter-error-is-thrown-when-selecting-an-audio-file-and-uwp-support-is-installed))
    
*   Editor: Fixed incorrect key values being passed to the new input system on Linux. ([1275964](https://issuetracker.unity3d.com/issues/inputsystem-not-mapping-keyboard-keys-properly-on-linux))
    
*   Editor: Fixed to unblock streaming mp3 when targeting webgl. ([1252868](https://issuetracker.unity3d.com/issues/platform-not-supported-error-is-thrown-when-trying-to-play-an-mp3-file-in-editor-with-build-platform-set-to-webgl))
    
*   GI: Fixed an error log message in the light conversion script that could occur when light colors produced denormalized floats. Light without any color channel exceeding 1e-20 will be treated as completely black (0,0,0). ([1275179](https://issuetracker.unity3d.com/issues/out-of-range-0-1-exceptions-are-thrown-when-light-component-intensity-value-is-lower-than-3-dot-79684775648568885e-38))
    
*   GI: Fixed an issue where Enlighten would run on build despite being disabled. (1258154)
    
*   Graphics: Fixed an issue where in some cases, Custom Render Textures would not be rendered (generally with asset bundles or in a standalone build). ([1281400](https://issuetracker.unity3d.com/issues/android-customrendertexture-does-not-render-on-android-devices-when-the-shader-in-use-is-created-from-the-documentation))
    
*   Package Manager: FIxed the Assets > Properties window to display a selected package's display name instead of the id in the title tab. ([1217758](https://issuetracker.unity3d.com/issues/imgui-window-names-for-package-properties-is-not-user-friendly-when-opened-from-assets-properties))
    
*   Package Manager: Fixed the crash due to a corrupted ProjectCache.bin that could occur when opening a project last opened in a different Unity Editor version. ([1276565](https://issuetracker.unity3d.com/issues/editor-crashes-when-upgrading-slash-downgrading-between-2020-dot-1-and-2020-dot-2))
    
*   Package Manager: Fixed VW being unable to see Unity packages since they access them from a server that is not on unity.com domain. (1274555)
    
*   Particles: Fixed missing Trail Material slot in the Inspector. ([1284719](https://issuetracker.unity3d.com/issues/particles-cant-set-trail-material))
    
*   Prefabs: Fixed crashes caused by broken scenes, where missing prefabs have been serialized badly into the scene file. ([1280054](https://issuetracker.unity3d.com/issues/crash-on-gameobject-activateawakerecursivelyinternal-when-enabling-a-broken-prefab))
    
*   Prefabs: Fixed editor crashes caused by prefabs instance with missing assets. ([1219109](https://issuetracker.unity3d.com/issues/clicking-on-any-game-object-in-the-scene-view-crashes-the-editor))
    
*   Prefabs: Fixed Editor crashes/hangs when using PrefabUtillity.SetPropertyModifications() where some propertymodification.target are invalid (null). (1276769)
    
*   Prefabs: Fixed such that managed field types in prefabs containing Arrays are now serialized correctly to allow field to be initialized before Array.size is set. (1255012)
    
*   Profiler: Fixed such that the UI System Preview Window in the UI Profiler module now has its title set correctly. ([1238881](https://issuetracker.unity3d.com/issues/profiler-ui-system-preview-window-title-is-not-user-friendly))
    
*   Serialization: Fixed to make sure that when objects are created as part of a deserialization process the class default initializers are called. ([1253433](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-fields-with-default-initializers-become-null-after-entering-playmode))
    
*   Services: Added a fix for the removal of CEF from the editor causing an exception when a tracker is added to a game object.  
    The removal of CEF meant that when analytics is not enabled, and you add an analytics tracker to a game object, the library  
    required to create the "go to service menu and enable analytics" button didn't exist, and thus would throw an exception. The solution was  
    to have a seperate class initialised on load that would override this functionality for all editors that don't have this library. (1277664)
    
*   Universal Windows Platform: Fixed a crash which happens when rapidly switching between input fields with text in them. ([1278859](https://issuetracker.unity3d.com/issues/uwp-build-crashes-when-changing-focus-of-input-field-with-text-in-it))
    
*   Universal Windows Platform: Fixed excessive memory usage when application gets suspended. (1279629)
    
*   Universal Windows Platform: Fixed Y coordinate on new input system when running on non-100% scaled display. ([1278638](https://issuetracker.unity3d.com/issues/mouse-position-on-y-axis-on-uwp-is-broken-when-display-scaling-is-set-to-non-100-percent-scaling))
    
*   Version Control: Fixed an issue where duplicate keys could cause empty data to be output, and improved transform mapping to work with a wider range of Unity versions. ([1258865](https://issuetracker.unity3d.com/issues/unityyamlmerge-generates-an-empty-prefab-when-merging-a-custom-prefab-with-itself))
    
*   Video: Fixed to use 2d spatial blending when playing audio in direct mode. ([1276611](https://issuetracker.unity3d.com/issues/videoplayer-plays-sound-in-mono-when-audio-output-mode-is-set-to-direct-and-the-video-playing-has-2-channels))
    

#### Changes

*   Package Manager: Fixed such that the Package Manager no longer discards the existing package state in case of critical errors such as failure to parse the project manifest.

#### 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 9.0 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