### Known Issues in 2020.1.17f1

*   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))
    
*   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))
    
*   Profiling: \[Profiler\] Hierarchy randomly hides parts of the sample hierarchy if Editor Only Samples are present and set to be Collapsed ([1297955](https://issuetracker.unity3d.com/issues/profiler-hierarchy-randomly-hides-parts-of-the-sample-hierarchy-if-editor-only-samples-are-present-and-set-to-be-collapsed))
    
*   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))
    

### 2020.1.17f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter. ([1283884](https://issuetracker.unity3d.com/issues/animation-stutters-when-resample-curves-option-is-disabled-in-model-import-settings-animation-tab))
    
*   Editor: Fixed an issue where filenames could be corrupted when dragging files into the project window. ([1288679](https://issuetracker.unity3d.com/issues/files-are-renamed-when-dragged-into-unity-using-file-explorer))
    
*   GI: Fixed crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper. ([1250819](https://issuetracker.unity3d.com/issues/crash-in-enlighten-cpuupdatemanager-updategputexture-when-starting-gi-bake-after-baking-previous-scene-with-gpu-plm))
    
*   GI: Fixed to make GPU lightmapper work on Apple Silicon.
    
*   GI: Fixed to prevent user from assigning realtimeTexture to a customProbe, and show a warning if attempted. ([1243849](https://issuetracker.unity3d.com/issues/crash-on-reflectionprobes-presentprobe-when-calling-reflectionprobe-dot-renderprobe-in-start-method))
    
*   Graphics: Fixed issue where SRP cannot know if a specific platform can do multiview rendering. It is hardcoded in for Android.  
    This will allow it to check a bool if it is possible on the platform.
    
*   iOS: Fixed to prevent a possible hang on shutdown after UnityWebRequest is used with TLS. ([1233486](https://issuetracker.unity3d.com/issues/ios-tvos-application-dot-quit-freezes-the-application-if-unitywebrequest-was-called))
    
*   Linux: Fixed to no longer export statically linked lib's symbols thus making it easier for plugin developers to use 3rd party libs. ([1255038](https://issuetracker.unity3d.com/issues/linux-crash-on-debugstringtofile-when-entering-play-mode-due-to-an-openssl-library-dependency))
    
*   Package: Fixed an issue where CinemachineBlendListCamera was incorrectly holding 0-length camera cuts.
    
*   Package: Fixed an issue where OnTargetObjectWarped was broken for CinemachineOrbitalTransposer. ([1274989](https://issuetracker.unity3d.com/issues/cinemachine-camera-stutters-when-it-has-cinemachinebrain-component-and-it-is-using-the-smart-update-method))
    
*   Scripting: Fixed an issue causing the incorrect ApiCompatibilityLevel to be selected when compiling C# assemblies in certain circumstances. ([1252197](https://issuetracker.unity3d.com/issues/reference-to-type-vector4-claims-it-is-defined-in-system-dot-numerics-but-it-could-not-be-found-after-recompiling-scripts))
    

#### API Changes

*   Editor: Added: Added EditorUtility.IsRunningUnderCPUEmulation to detect whether Unity is running under CPU emulation.

#### Changes

*   Package Manager: Updated com.unity.purchasing to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).

#### 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