### Known Issues in 2020.1.2f1

*   AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window ([1257220](https://issuetracker.unity3d.com/issues/editor-crashes-on-memorymanager-getallocator-when-selecting-navmeshagent-component-in-the-inspector-window))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   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))
    
*   CodeEditors: \[Windows\] Load previous project on startup check causes domain reload that blocks Editor ([1248300](https://issuetracker.unity3d.com/issues/windows-application-dot-reload-and-window-dot-repaint-dialog-block-editor))
    
*   Global Illumination: Crash with empty stacktrace when starting bake in the new scene after baking previous scene with GPU PLM ([1244384](https://issuetracker.unity3d.com/issues/crash-with-empty-stacktrace-when-starting-bake-in-the-new-scene-after-baking-previous-scene-with-gpu-plm))
    
*   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))
    
*   Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" ([1108469](https://issuetracker.unity3d.com/issues/gfx-dot-waitforpresent-huge-spikes-in-profiler-when-vsync-is-off))
    
*   IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly ([1193773](https://issuetracker.unity3d.com/issues/unity-purchasing-fails-to-load-due-to-failing-to-find-unityengine-dot-ui-assembly))
    
*   Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed ([1263921](https://issuetracker.unity3d.com/issues/linux-editor-returns-the-o-keys-keycode-when-the-space-key-is-being-pressed))
    
*   Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed ([1239227](https://issuetracker.unity3d.com/issues/selection-frame-drawn-in-scene-view-when-a-gameobject-is-selected-while-alt-and-left-mouse-buttons-are-pressed))
    
*   Linux: \[Editor\] Color picker does not work ([1174814](https://issuetracker.unity3d.com/issues/linux-editor-color-picker-does-not-work))
    
*   MacOS: \[macOS\] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present ([1232673](https://issuetracker.unity3d.com/issues/macos-mac-crashes-when-opening-the-project-with-m-apis-under-windowsstandalonesupport-with-only-integrated-iris-gpu))
    
*   Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   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: Performance issue in "Profiler" UI with increasing number of events ([967289](https://issuetracker.unity3d.com/issues/performance-issue-in-profiler-ui-with-increasing-number-of-events))
    
*   Scene Management: Building project when two identical scenes are open crashes the editor ([1266194](https://issuetracker.unity3d.com/issues/building-project-when-two-identical-scenes-are-open-crashes-the-editor))
    
*   Scripting: \[SerializedField\] fields produce "Field is never assigned to..." warning ([1080427](https://issuetracker.unity3d.com/issues/serializedfield-fields-produce-field-is-never-assigned-to-dot-dot-dot-warning))
    
*   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))
    
*   Terrain: Detail meshes have dark shadows around UV seams ([1268510](https://issuetracker.unity3d.com/issues/terrain-detail-meshes-have-dark-shadows-around-uv-seams))
    
*   Themes: Editor does not recognize the correct values in the interactive tutorial levels when non-English locale is being used ([1109625](https://issuetracker.unity3d.com/issues/editor-does-not-recognize-the-correct-values-in-the-interactive-tutorial-levels-when-non-english-locale-is-being-used))
    
*   WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten ([1192963](https://issuetracker.unity3d.com/issues/webgl-built-project-causes-an-uncaught-abort-exception-when-using-dlopen-dynamic-linking-in-emscripten))
    
*   Window Management: Crash on block\_remove when initiating a drag and closing the window from which the drag originated ([1221016](https://issuetracker.unity3d.com/issues/crash-on-block-remove-when-initiating-a-drag-and-closing-the-window-from-which-the-drag-originated))
    
*   Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes ([1253165](https://issuetracker.unity3d.com/issues/reloadassembly-endreloadassebly-processing-freezes-editor-for-minutes))
    

### 2020.1.2f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   Animation: Fixed a bug where the default values not set when transition to another state using animator override controller. ([1253379](https://issuetracker.unity3d.com/issues/animatoroverridecontroller-produces-glitches-in-transitions-when-it-is-created-at-runtime))
    
*   Asset Pipeline: Fixed performance problem with script type hash generation used for script type dependencies. ([1260657](https://issuetracker.unity3d.com/issues/assetdatabase2-editor-encounters-an-endless-recursion-when-importing-a-prefab-from-a-unity-package-file))
    
*   Burst: Fixed crash when native hardware exceptions occur in Burst compiled code. (1253096)
    
*   Core: Fixed issues involving the \[NativeDisableContainerSafetyRestriction\] attribute when applied to a container at a non-zero struct offset. (1263530)
    
*   Editor: Added missing tooltips to buttons in main toolbar. ([1230430](https://issuetracker.unity3d.com/issues/themes-tooltip-is-not-shown-when-hovering-over-services-button-in-the-top-right-corner-of-editor))
    
*   Editor: Added UNITY\_TEST\_FRAMEWORK define constraint to filter out test framework assemblies from platform build without tests. ([1210156](https://issuetracker.unity3d.com/issues/jobs-dots-building-empty-project-with-jobs-results-in-unable-to-find-player-assembly-errors))
    
*   Editor: Fixed crash when reloading a floating preview window. ([1256213](https://issuetracker.unity3d.com/issues/crash-on-activeeditortracker-custom-internal-getactiveeditorsnonalloc-when-reloading-material-preview-floating-window))
    
*   Editor: Fixed tab dragging on Windows from a secondary monitor where the taskbar is on the left edge of the screen. (1233409)
    
*   Graphics: Bugfix VT - Failed to properly synchronize the RT when destroying a PVT stack. (1263597)
    
*   Graphics: Enabled gfx-tests for texture 2d (ms) arrays on Nintendo Switch.
    
*   Graphics: Fixed a bug with AsyncGPUReadback, where if you first read into a NativeArray, and then the request was recycled and used normally, it would fail to release the memory for the request. ([1260624](https://issuetracker.unity3d.com/issues/asyncgpureadback-can-leak-memory-under-certain-circumstances))
    
*   Graphics: Metal: Fixed an Editor scene view issue causing artifacts on some GPU drivers. ([1240265](https://issuetracker.unity3d.com/issues/mac-many-artifacts-can-be-seen-in-scene-view-when-scene-light-is-enabled-on-with-metal-api-and-mac-os-x-10-dot-15-dot-4))
    
*   Graphics: Metal: Fixed Editor view repaint causing geometry explosion randomly. ([1267126](https://issuetracker.unity3d.com/issues/metal-editor-view-repaint-causes-geometry-explosion-randomly))
    
*   macOS: Change Plugins to PlugIns for code signing. ([1188947](https://issuetracker.unity3d.com/issues/macos-code-signing-using-deep-flag-fails-on-built-package-due-to-incorrect-case-in-built-contents-slash-plugins-folder))
    
*   Package Manager: Fixed an issue where the Diagnose button in the critical startup failure dialog would not launch a diagnostics window on Linux.
    
*   Package Manager: Fixed trying to import an asset which is a complete project from the Package Manager will now display a popup dialog informing that the user's project settings will be overwritten if they choose to continue with the import. ([1255256](https://issuetracker.unity3d.com/issues/asset-store-complete-projects-overwriting-project-settings-with-no-warning))
    
*   Package Manager: List the samples of a package api doesn't work without opening package manager window. ([1259196](https://issuetracker.unity3d.com/issues/packman-sample-dot-findbypackage-does-not-find-samples-when-the-package-manager-window-was-not-opened-before-calling-it))
    
*   Prefabs: Fixed ArgumentException thrown when loading a Prefab stage in context, but where the context becomes invalid. ([1259700](https://issuetracker.unity3d.com/issues/argumentexception-thrown-while-switching-the-prefab-stage-and-discarding-changes))
    
*   Prefabs: Fixed Editor crash when making changes to the Script field of a Prefab instance with a missing script. Changing the missing script should be done in Prefab Mode instead so the Prefab Asset is updated. ([1255454](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-making-changes-to-prefab-script-components-which-were-previously-missing-mono-script))
    
*   Prefabs: Fixed error when adding components to object which already has a required component. ([1158259](https://issuetracker.unity3d.com/issues/improved-prefabs-dangling-components-have-unfulfilled-dependencies-exception-thrown-on-applying-joint-component-as-override))
    
*   Prefabs: Fixed Prefab stage error appears when changing a Prefab asset in play mode if the asset is open in Prefab Mode In Context. ([1259437](https://issuetracker.unity3d.com/issues/stage-error-appears-while-user-is-changing-a-prefab-asset-in-play-mode))
    
*   Profiler: Added missing root to memory snapshots to account for executable and dll in memory size. ([989625](https://issuetracker.unity3d.com/issues/executableanddlls-is-not-found-when-checking-through-a-packedmemorysnapshot))
    
*   Profiler: Fixed a crash where triggering a Snapshot on a player with an Editor connected, would attempt to the snapshot to the Editor. ([1260560](https://issuetracker.unity3d.com/issues/crash-on-memorysnapshotoperation-submitdata-after-creating-a-player-memory-snapshot))
    
*   Services: Fixed button resizing height when resizing service window ([1246954](https://issuetracker.unity3d.com/issues/create-project-id-button-is-resizable))
    
*   Shaders: Fixed caching preprocessor outputting file name without path in line directives. ([1263687](https://issuetracker.unity3d.com/issues/shader-preprocessor-errors-report-the-file-name-and-not-the-full-path))
    
*   Shaders: Fixed Metal shader compilation error when half values are reinterpret-casted to integer values. ([1223279](https://issuetracker.unity3d.com/issues/metal-ios-shader-does-not-compile-and-does-not-throw-errors-when-application-is-deployed-to-ios))
    
*   Shaders: Fixed metal shader compilation error when half3 temporary arrays are used. ([1256024](https://issuetracker.unity3d.com/issues/ios-metal-shader-compilation-error-when-using-half3))
    
*   UI: Added IMGUI as a dependency of UGUI. ([1259891](https://issuetracker.unity3d.com/issues/ugui-package-has-unenforced-imgui-dependencies-that-cause-console-errors))
    
*   UI Elements: Added backgroundImage property to IResolvedStyle. (1241194)
    
*   UI Toolkit: UI Toolkit can now import FontAsset through USS.
    

#### Changes

*   Editor: Dark Theme editor preference is now available to all users.

#### Improvements

*   Editor: Dark Theme editor preference is now available to all users
    
*   Package Manager: Make the error message clearer when the UnityPackageManager program is missing
    

#### 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