### Known Issues in 2020.1.3f1

*   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))
    
*   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))
    
*   AI: \[Remote Config\] package breaks on updating and throws ArgumentNull exceptions ([1261652](https://issuetracker.unity3d.com/issues/remote-config-package-breaks-on-updating-and-throws-argumentnull-exceptions))
    
*   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: Crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial ([1267717](https://issuetracker.unity3d.com/issues/crash-in-material-clearunusedproperties-when-assigning-a-loaded-shader-in-onpostprocessmaterial))
    
*   Asset Importers: Crash on VertexDeclarationD3D11::GetInputLayout when importing a broken FBX file ([1239074](https://issuetracker.unity3d.com/issues/crash-on-vertexdeclarationd3d11-getinputlayout-when-importing-a-broken-fbx-file))
    
*   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))
    
*   Audio: Unity crashes in Play Mode at FMOD\_Resampler\_Linear ([928576](https://issuetracker.unity3d.com/issues/unity-crashes-in-play-mode-at-fmod-resampler-linear))
    
*   Build Pipeline: Building subscenes without platform package doesn't work ([1270120](https://issuetracker.unity3d.com/issues/building-subscenes-without-platform-package-doesnt-work))
    
*   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: \[GPU PLM\]\[macOS\] Baking is stuck on 'Finalizing Bake' after switching lightmapper a few times ([1204412](https://issuetracker.unity3d.com/issues/unable-to-bake-after-switching-lightmapper-a-few-times))
    
*   Global Illumination: \[GPUPLM\] Crash in RadeonRaysMeshManager::RemoveGeometry while baking Terrain game object with 4k lightmaps on certain GPU ([1255993](https://issuetracker.unity3d.com/issues/global-illumination-editor-crashes-while-baking-terrain-game-object-using-progressive-gpu-lightmapper))
    
*   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))
    
*   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: \[Mac\] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 ([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))
    
*   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))
    
*   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: 'globalgamemanagers.assets' file is not deterministic when comparing two builds of the same project ([1269880](https://issuetracker.unity3d.com/issues/globalgamemanagers-dot-assets-file-is-not-deterministic-when-comparing-two-builds-of-the-same-project))
    
*   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))
    
*   Shader System: \[Bug\] "min16f as def32" modifier in FXC bytecode not honored when converting to SPIR-V/ESSL ([1228687](https://issuetracker.unity3d.com/issues/min16f-as-def32-modifier-in-fxc-bytecode-not-honored-when-converting-to-spir-v-slash-essl))
    
*   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))
    
*   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))
    

### 2020.1.3f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   Asset Bundles: Fixed an edge case with AssetBundle.Contains not returning true for case sensitive paths. ([1253270](https://issuetracker.unity3d.com/issues/assetbundle-dot-contains-does-not-find-aseets-when-bundles-are-built-using-compatibilitybuildpipeline-dot-buildassetbundles))
    
*   Editor: Context menus that are deeper than root level are not removed. ([1263906](https://issuetracker.unity3d.com/issues/crash-on-mono-method-signature-checked-when-selecting-a-context-menu-option-that-has-been-removed-from-code))
    
*   Editor: Fixed Screen.resolutions returning 0 length collection in the Linux editor ([1200397](https://issuetracker.unity3d.com/issues/linux-editor-available-screens-are-not-detected-with-screen-dot-resolutions))
    
*   Editor: Fixed the issue with Foldout click rect not aligning with the icon. ([1244058](https://issuetracker.unity3d.com/issues/foldout-click-area-does-not-align-with-the-foldout-arrow-image))
    
*   GI: Fixed lightmappers carrying over stale state when switching scenes. ([1244384](https://issuetracker.unity3d.com/issues/crash-with-empty-stacktrace-when-starting-bake-in-the-new-scene-after-baking-previous-scene-with-gpu-plm))
    
*   Graphics: Fixed missing memory barrier when image is repeatedly bound for writing between dispatch calls.
    
*   Graphics: Prevent memory leak of Command Buffers on Metal devices. (1266209)
    
*   iOS: Fixed storyboards sometimes still rotating to forbidden orientations on iOS 13+ ([1266961](https://issuetracker.unity3d.com/issues/ios-storyboard-shows-in-landscape-orientation-for-a-second-even-though-auto-rotation-only-allows-portrait-orientations))
    
*   Mobile: Adaptive Performance - Added workaround to send temperature warning when the device starts as warm already as currently no events are sent.
    
*   Mobile: Adaptive Performance - Automatic Performance Mode: lower CPU and GPU levels at the same time instead of one at a time to increase efficiency and higher power savings.
    
*   Mobile: Adaptive Performance - Fixed Automatic Performance Control flag to respect the function and not be read only anymore.
    
*   Mobile: Adaptive Performance - Thermal Mitigation Logic changes in GameSDK 3.2 and it was updated in SetFreqLevels() to react to the correct return values.
    
*   Physics: Ensured that multi-threaded 2D physics solver handles contact response the same as the non-multi-threaded one. Fix bug where contact masses were different. ([1267509](https://issuetracker.unity3d.com/issues/physics2d-multithreading-not-behaving-as-expected))
    
*   Physics: Fixed an issue where a Cloth components external acceleration would be applied in local space instead of world space ([1221805](https://issuetracker.unity3d.com/issues/cloth-external-acceleration-is-applied-in-local-space-instead-of-world-space))
    
*   Physics: Fixed an issue where a Cloth components penetration constraint's would be influenced by the Transforms scale, resulting in incorrect behavior ([1215212](https://issuetracker.unity3d.com/issues/spheres-cloth-explodes-slash-rotates-and-constraints-disappear-only-one-is-left-when-entering-play-mode))
    
*   Physics: Fixed an issue where adding Colliders via the inspector to a Cloth component would not register when done in Play Mode ([1260337](https://issuetracker.unity3d.com/issues/cloth-sphere-colliders-have-no-effect-when-they-are-added-during-runtime))
    
*   Physics: Fixed an issue where providing a null mesh to a previously authored Cloth component, would not clear the constraints causing the inspector to throw (1217772)
    
*   Physics: Fixed Cloth components Reset functionality to properly reset all data, including colliders, virtual particle weights and self-inter collision indices ([1263702](https://issuetracker.unity3d.com/issues/cloth-reset-functionality-doesnt-work-for-the-capsule-colliders-and-sphere-colliders-under-the-cloth-component))
    
*   Prefabs: Fixed crash when opening scene with broken prefabs ([1261297](https://issuetracker.unity3d.com/issues/editor-crashes-on-anchoredjoint2d-configuredistance-when-loading-a-specific-scene))
    
*   Profiler: Optimized frame stats calculation when selecting a sample in Profiler Window. ([967289](https://issuetracker.unity3d.com/issues/performance-issue-in-profiler-ui-with-increasing-number-of-events))
    
*   UI: Fixed the issue where the vertices were not stripped for rich text in multi line ([1182818](https://issuetracker.unity3d.com/issues/vertices-for-richtext-markups-do-not-get-stripped-if-the-text-does-not-fit-in-a-single-line))
    
*   Universal Windows Platform: Fixed TouchScreenKeyboard not setting Text on HoloLens2 ([1246744](https://issuetracker.unity3d.com/issues/system-keyboard-have-to-press-delete-twice-for-it-to-work))
    
*   Windows: Fixed HID devices for NewInput failing to initialize in x86 builds ([1188222](https://issuetracker.unity3d.com/issues/windows-ds4-controller-doesnt-work-in-built-scene))
    
*   XR: Fixed for crash when passing empty string to TryGetFeatureValue ([1225985](https://issuetracker.unity3d.com/issues/xr-passing-a-default-struct-to-inputdevice-dot-trygetfeaturevalue-crashes-the-editor-when-enter-play-mode-in-vr))
    
*   XR: Fixed Input System always executing XR buttons in LateUpdate
    

#### Changes

*   Mobile: Adaptive Performance - Automatic Performance Control does not lower CPU lower than 1 on GameSDK 3.2 workaround.
    
*   Mobile: Adaptive Performance - Automatic Performance Mode: gpuFactor increased from 0.72 to 0.92 to increase effeciency.
    
*   Mobile: Adaptive Performance - Automatic Performance Mode: gpuUtilizationThreshold increased from 0.7 to 0.9 to increase effeciency.
    
*   Mobile: Adaptive Performance - Automatic Performance Mode: Increase GPU Active time Ratio.
    
*   Mobile: Adaptive Performance - Changed Documentation to make clear that changing CPU and GPU levels is risky and the Automatic Performance Mode should be used instead.
    
*   Mobile: Adaptive Performance - Exchanged GameSDK wrapper with updated version removing GameSDK 3.1 support.
    
*   Mobile: Adaptive Performance - Upgraded to Subsystem Registry 1.1.0 which bumps min version of Adaptive Performance to 2019.4
    
*   XR: Updated Windows Mixed Reality verified package to version 3.3.1.
    

#### Improvements

*   iOS: Improved dynamic resolution performance for iOS 13, macOS 15 and tvOS 13. ([1252731](https://issuetracker.unity3d.com/issues/ios-13-command-buffer-injection-adds-gpu-fences-to-command-graph-on-ios-in-2019-dot-3))

#### 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