### Known Issues in 2020.1.15f1

*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   XR: \[XR SDK\]\[Oculus\] EarlyUpdate.XRUpdate spikes inconsistently ([1262597](https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently))
    
*   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))
    

### 2020.1.15f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   2D: Fixed issue where when using Safe or Smart slicing caused some sprite rects to become parented or unselectable. ([1264701](https://issuetracker.unity3d.com/issues/2d-sprite-editor-safe-or-smart-slicing-causes-some-sprite-rects-to-become-parented-or-unselectable))
    
*   Asset Bundles: Fixed main thread hitching when loading an AssetBundle asynchronously while loading other assets in the background.
    
*   Asset Import: Fixed issue where FBX and Sketchup files with paths longer than 260 characters could not be imported on Windows. ([1283359](https://issuetracker.unity3d.com/issues/importing-fbx-files-fails-with-paths-longer-than-260-characters))
    
*   Asset Import: Fixed issue with OnAssignMaterialModel next methods not being called even when the first one returns a null object. ([1280978](https://issuetracker.unity3d.com/issues/onassignmaterialmodel-postprocessor-is-called-only-once-when-reimporting-an-fbx))
    
*   Build Pipeline: Fixed such that 'Compress Assets on Import' setting no longer gets enabled each time a player is built. ([1277242](https://issuetracker.unity3d.com/issues/compress-assets-on-import-setting-gets-enabled-each-time-a-player-is-built))
    
*   Editor: Fixed to make EditorUtility.DisplayProgressBar visible, even for async/background tasks. ([1285801](https://issuetracker.unity3d.com/issues/the-progress-bar-does-not-appear-after-calling-editorutility-dot-displayprogressbar))
    
*   Editor: Fixed to make it possible to alt-tab or click on main Windows Editor window while a modal progress is active. ([1234674](https://issuetracker.unity3d.com/issues/improved-progress-bars-block-editor-focusing))
    
*   Editor: Fixed Windows Editor progress bar not displaying progress overlay in the taskbar icon when the progress dialog is focused. ([1269517](https://issuetracker.unity3d.com/issues/windows-the-unity-import-progress-is-not-shown-in-the-windows-taskbar))
    
*   GI: Fixed broken shadow angles for GPU lightmapper. ([1240991](https://issuetracker.unity3d.com/issues/gpu-plm-baked-shadow-angle-is-broken-in-some-instances))
    
*   Graphics: Fixed crash with accessing invalid texture ID. (1277836)
    
*   Graphics: Fixed missing type check from VFX component sheet. ([1258022](https://issuetracker.unity3d.com/issues/crash-on-vfxpropertysheetserializedcomponent-readbackfromruntime-when-opening-the-visual-effect-graph-window))
    
*   Graphics: Fixed terrain trees showing both baked and realtime shadows when using a static prefab. ([1122324](https://issuetracker.unity3d.com/issues/static-gameobjects-that-belong-in-terrain-casts-realtime-shadows))
    
*   IMGUI: Fixed an issue where Editor slowed down when ObjectSelector/ProjectBrowser had a large number of objects. ([1285342](https://issuetracker.unity3d.com/issues/editor-performance-loss-when-selecting-an-object-in-the-select-object-window))
    
*   Kernel: Fixed to improve memory management for storing object information. ([1275751](https://issuetracker.unity3d.com/issues/allocated-memory-is-not-cleared-when-loading-and-unloading-scenes))
    
*   macOS: Fixed Mac editor/player hanging the whole OS on Apple silicon devices. ([1285304](https://issuetracker.unity3d.com/issues/mac-dtk-unity-screen-freeze))
    
*   Package Manager: Fixed an error being thrown when inspecting packages in the 'My Assets' section of Package Manager. ([1265358](https://issuetracker.unity3d.com/issues/an-error-is-thrown-when-inspecting-packages-in-the-my-assets-section-of-package-manager))
    
*   Package Manager: Fixed to ensure that at Unity shutdown time, we do not crash if a user keeps sending progress report. ([1282030](https://issuetracker.unity3d.com/issues/crash-on-editor-progress-progressmanager-removemainthread-when-closing-the-editor))
    
*   Particles: Fixed an issue where procedural emission was being capped incorrectly leading to burst emission in excess of the Max Particles limit. ([1285328](https://issuetracker.unity3d.com/issues/particles-prewarm-can-exceed-max-particles-limit))
    
*   Particles: Fixed to limit the rendering cache size to avoid using lots of memory when using multiple cameras. (1270438)
    
*   Serialization: Fixed such that SerializeReference reuses polymorphic instances when changing specific values in the inspector. ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Services: Fixed the parameter supplied to the request to enable analytics.
    
*   UI Toolkit: Fixed package version numbers flickering while resizing the Package Manager window when the display scaling is above 100%. ([1268016](https://issuetracker.unity3d.com/issues/uir-package-version-numbers-are-flickering-while-resizing-the-package-manager-window-when-the-display-scaling-is-above-100-percent))
    
*   Video: Fixed crash with videos that have rotation metadata on Windows. ([1268145](https://issuetracker.unity3d.com/issues/crash-on-windowsvideomedia-getnextvideoframegeneric-when-importing-a-mov-file))
    
*   WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. ([1187965](https://issuetracker.unity3d.com/issues/texture2d-dot-loadrawtexturedata-no-longer-works-on-webgl-with-pvr-and-other-non-dxt-compressed-texture-formats))
    
*   WebGL: Fixed a crash with Unity web loader on new macOS Big Sur.
    

#### Changes

*   XR: Updated the Oculus XR Plugin package to 1.6.1.

#### Improvements

*   Editor: Improved mobile ETC/ETC2/EAC texture compression (about 1.4x speedup).

#### 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