### Known Issues in 2020.1.6f1

*   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))
    
*   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))
    
*   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))
    
*   Global Illumination: \[GPU PLM\] OIDN produces noisy results ([1272954](https://issuetracker.unity3d.com/issues/gpu-plm-oidn-produces-noisy-results))
    
*   Global Illumination: \[GPU PLM\] Optix denoiser produces noisy results ([1272950](https://issuetracker.unity3d.com/issues/gpu-plm-optix-denoiser-produces-noisy-results))
    
*   Global Illumination: \[GPU PLM\]\[macOS\] Baking is stuck on 'Finalizing Bake' stage when baking on OSX with AMD GPU ([1204412](https://issuetracker.unity3d.com/issues/unable-to-bake-after-switching-lightmapper-a-few-times))
    
*   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))
    
*   IL2CPP: UnityLinker strips classes used with the SerializeReference attribute ([1232785](https://issuetracker.unity3d.com/issues/unitylinker-strips-classes-used-with-the-serializereference-attribute))
    
*   Linux: \[Editor\] Color picker does not work ([1174814](https://issuetracker.unity3d.com/issues/linux-editor-color-picker-does-not-work))
    
*   MacOS: \[OSX\] Shader import in an external exFAT drive crashes Unity ([727114](https://issuetracker.unity3d.com/issues/osx-shader-import-in-an-external-exfat-drive-crashes-unity))
    
*   Mobile Rendering: \[URP\] Low performance on some Android devices when rendering only one terrain/texture ([1261629](https://issuetracker.unity3d.com/issues/urp-low-performance-on-some-android-devices-when-rendering-only-one-terrain-slash-texture))
    
*   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))
    
*   Packman: Editor crashes when upgrading/downgrading between 2020.1 and 2020.2 ([1276565](https://issuetracker.unity3d.com/issues/editor-crashes-when-upgrading-slash-downgrading-between-2020-dot-1-and-2020-dot-2))
    
*   Project Browser: Crash on using global search patterns ([1267138](https://issuetracker.unity3d.com/issues/crash-on-using-global-search-patterns))
    
*   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 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: Building a project crashes when a Script Component has serialized array of a type that contains a serialized PropertyName field ([1267271](https://issuetracker.unity3d.com/issues/building-a-project-crashes-when-a-script-component-has-serialized-array-of-a-type-that-contains-a-serialized-propertyname-field))
    
*   Scripting: Switching targets in SRP projects will cause XR errors on some platforms ([1196164](https://issuetracker.unity3d.com/issues/osx-switching-an-urp-template-projects-build-target-to-tvos-will-create-reference-errors-to-xrsettings))
    
*   Scripting: \[CompilationPipeline\] Project recompile and package changes takes a long time when Project includes a lot of packages ([1272396](https://issuetracker.unity3d.com/issues/compilationpipeline-project-recompile-and-package-changes-takes-a-long-time-when-project-includes-a-lot-of-packages))
    
*   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: Prefab changes are not applied and an error occurs when changing fields that have SerializeReference attribute ([1237191](https://issuetracker.unity3d.com/issues/prefab-changes-are-not-applied-and-an-error-occurs-when-changing-fields-that-have-serializereference-attribute))
    
*   Serialization: \[Performance\] Slow asset refresh when modifying any script, 45 seconds on one line change ([1270910](https://issuetracker.unity3d.com/issues/performance-regression-slow-asset-reimport-when-modifying-any-script))
    
*   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))
    
*   Shadows/Lights: \[Regression\] Directional light shadow artefacts in 2020.2.0a21 ([1271048](https://issuetracker.unity3d.com/issues/hdrp-directional-light-artefacts-in-2020-dot-2-0a21))
    
*   Version Control: Unity crashes when connecting to a perforce server with an invalid workspace name in the Project Settings ([1275466](https://issuetracker.unity3d.com/issues/unity-crashes-when-connecting-to-a-perforce-server-with-an-invalid-workspace-name-in-the-project-settings))
    
*   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))
    
*   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: Images.xcassets folder does not contain LaunchImage files ([1254927](https://issuetracker.unity3d.com/issues/ios-images-dot-xcassets-folder-does-not-contain-launchimage-files))
    
*   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))
    

### 2020.1.6f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields. ([1250883](https://issuetracker.unity3d.com/issues/math-expressions-evaluate-when-the-first-digit-is-entered-after-the-operator))
    
*   AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file. ([1257220](https://issuetracker.unity3d.com/issues/editor-crashes-on-memorymanager-getallocator-when-selecting-navmeshagent-component-in-the-inspector-window))
    
*   Android: Fixed GrabPass when Blit Type is Auto. ([1271765](https://issuetracker.unity3d.com/issues/android-the-grabpass-does-not-work-when-the-blit-type-is-set-to-auto))
    
*   Animation: Fixed a bug where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property. (1267981)
    
*   Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame. (1266564)
    
*   Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector. ([1262203](https://issuetracker.unity3d.com/issues/animation-transitions-box-layout-is-overlapping-with-its-property-window-edge))
    
*   Animation: Fixed flicker of whole animator transition inspector window when resizing it. ([1233111](https://issuetracker.unity3d.com/issues/animation-inspector-window-flickers-on-resizing-when-transition-state-is-selected-in-animator))
    
*   Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor. ([1264768](https://issuetracker.unity3d.com/issues/freeze-slash-crash-with-various-stack-traces-when-importing-a-specific-psd-file-into-the-project))
    
*   Asset Import: Fixed TextureImporter Presets to correctly save their per-platform settings when modified. ([1225457](https://issuetracker.unity3d.com/issues/presets-dont-record-per-platform-settings))
    
*   Asset Import: Fixed to ensure TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu. ([1191644](https://issuetracker.unity3d.com/issues/import-settings-platform-specific-overrides-are-not-updated-in-the-inspector-when-resetting-import-settings-or-applying-a-preset))
    
*   Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build. (1268719)
    
*   DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP. (1272952)
    
*   Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project. ([1238870](https://issuetracker.unity3d.com/issues/crash-in-scenevisibilitystate-ishierarchyhidden-when-importing-or-deleting-an-imported-scenevisibilitystate-dot-asset))
    
*   Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode. ([1267999](https://issuetracker.unity3d.com/issues/automatic-hold-on-busy-dialog-makes-it-very-hard-to-exit-play-mode-if-update-takes-too-long))
    
*   Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence. ([1268063](https://issuetracker.unity3d.com/issues/unity-becomes-unresponsive-with-invalid-parameter-not-satisfying-astring-equals-nil-when-loading-projects-with-specific-assets))
    
*   Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize. ([1271869](https://issuetracker.unity3d.com/issues/unnecessary-initialize-call))
    
*   GI: Fixed a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser. ([1260192](https://issuetracker.unity3d.com/issues/gpu-plm-crash-in-radeon-analyzeimageluminance-after-toggling-baked-object-state-while-baking-gi-on-gpu-with-radeon-denoiser))
    
*   GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened. ([1244688](https://issuetracker.unity3d.com/issues/nullreferenceexception-after-creating-the-new-scene-when-the-light-explorer-window-is-opened))
    
*   Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan. (1271108)
    
*   Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation. ([1215635](https://issuetracker.unity3d.com/issues/cubemap-dot-createexternaltexture-does-not-produce-correct-cubemap-when-using-getnativetextureptr-from-an-existing-one))
    
*   Graphics: Fixed a casting issue when assigning int to bool with HLSLcc.
    
*   Graphics: Fixed color writes to work during a shadow pass when a color attachment is present. ([1259973](https://issuetracker.unity3d.com/issues/unable-to-render-to-color-attachment-with-scriptablerendercontext-drawshadows))
    
*   Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources. ([1220572](https://issuetracker.unity3d.com/issues/sparsetexture-clears-the-first-six-loaded-mips-when-the-7th-mip-is-loaded))
    
*   Graphics: Fixed memory regression during building where VT was loading textures without unloading them. ([1268383](https://issuetracker.unity3d.com/issues/editors-memory-usage-increases-to-about-10gb-when-building-the-player))
    
*   Graphics: Fixed SRP Batcher to be better per shader sort during shadow pass. ([1261542](https://issuetracker.unity3d.com/issues/multiple-render-main-shadowmap-dot-dot-dot-draw-srp-batch-are-present-when-the-materials-only-have-different-properties))
    
*   IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0. ([1262838](https://issuetracker.unity3d.com/issues/interaction-is-broken-when-editorgui-dot-indentlevel-is-set-to-1-or-higher-and-particlesystem-dot-minmaxgradient-interface-is-used))
    
*   License: Fixed an issue where Unity installers could display out-of-date terms of service. ([1271930](https://issuetracker.unity3d.com/issues/the-terms-of-service-in-the-installer-are-out-of-date))
    
*   License: Fixed to drain leftover messages from licensing IPC after timeout. ([1226308](https://issuetracker.unity3d.com/issues/you-do-not-have-entitlements-for-this-package-is-thrown-when-package-manager-window-is-opened))
    
*   Linux: Fixed keypad period to associate with the correct keycode. ([1267430](https://issuetracker.unity3d.com/issues/keypadperiod-key-registers-as-keypaddivide-in-linux-build))
    
*   Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages. ([1267050](https://issuetracker.unity3d.com/issues/asset-store-packages-dont-display-latest-version-available-if-you-have-an-old-version-on-disk))
    
*   Particles: Fixed a crash caused by changing the duration in the editor during playmode. ([1273529](https://issuetracker.unity3d.com/issues/crash-after-an-overflow-in-memory-allocator-when-changing-particle-systems-duration-in-play-mode))
    
*   Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event. ([1261459](https://issuetracker.unity3d.com/issues/particlesystem-dot-mainmodule-dot-stopaction-does-not-wait-till-particles-of-the-gameobjects-child-stop-emitting-before-destroying))
    
*   Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children. ([1271021](https://issuetracker.unity3d.com/issues/multi-selecting-and-overwriting-prefab-instances-with-changes-does-not-apply-changes-to-their-outside-prefab-assets))
    
*   Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator. ([1257683](https://issuetracker.unity3d.com/issues/crash-in-transform-gettransformaccess-when-using-the-logging-functionality-before-instantiating-prefabs-in-an-enumerator))
    
*   Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set. ([1250806](https://issuetracker.unity3d.com/issues/profilers-raw-hierarchy-slash-timeline-toolbar-slash-panel-cannot-be-resized-when-the-profiler-window-is-resized-and-high-resolution-slash-dpi))
    
*   Profiler: Reduced Profiler Window overhead on main thread. ([1260050](https://issuetracker.unity3d.com/issues/profiler-profilerframedata-dot-deletethreaddata-generates-over-10000-calls-in-one-frame-when-deep-profiling-the-editor))
    
*   Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating. (1217542)
    
*   Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API. ([1269484](https://issuetracker.unity3d.com/issues/custom-shader-creation-apis-are-missing-the-assetimportcontext-and-thus-cant-handle-includes-correctly))
    
*   Shaders: Fixed HLSLcc doing bad precision downgrading on some cases. ([1228687](https://issuetracker.unity3d.com/issues/min16f-as-def32-modifier-in-fxc-bytecode-not-honored-when-converting-to-spir-v-slash-essl))
    
*   Terrain: Fixed incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing. ([1191833](https://issuetracker.unity3d.com/issues/a-tree-couldnt-be-loaded-because-the-prefab-is-missing-error-is-thrown-when-importing-package-with-terrain-asset-with-trees))
    
*   Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument. ([1195302](https://issuetracker.unity3d.com/issues/terrain-with-draw-instanced-does-not-render-when-built-with-batchmode-and-the-nographics-options))
    
*   Terrain: Fixed issue where tree colliders are not rotated according to their mesh when random rotation is applied. ([1248407](https://issuetracker.unity3d.com/issues/tree-colliders-are-not-rotated-according-to-their-mesh-when-random-rotation-is-applied))
    
*   Terrain: Fixed that 'Control Texture Resolution' and 'Base Texture Resolution' were not saved. ([1258969](https://issuetracker.unity3d.com/issues/terrain-modifying-only-control-texture-resolution-or-base-texture-resolution-will-not-save-the-modification))
    
*   XR: Fixed issue where GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode. ([1262524](https://issuetracker.unity3d.com/issues/xr-xr-sdk-getstereoviewmatrix-and-getstereoprojectionmatrix-return-the-same-value-in-both-eyes-in-multi-pass-mode))
    
*   XR: Reduced unnecessary Vulkan backbuffer allocations. (1275149)
    

#### API Changes

*   iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4

#### Changes

*   XR: Update verified packages for AR Foundation and related packages.

#### Improvements

*   2D: Update 2D template to use current verified version of 2D packages

#### 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