### Known Issues in 2020.1.8f1

*   \--: Wild memory leaks leading to StackAllocator::WalkAllocations crashes ([1277110](https://issuetracker.unity3d.com/issues/wild-memory-leaks-leading-to-stackallocator-walkallocations-crashes))
    
*   2D: Crash on Tilemap::ValidateAllTileAssets when opening a specific prefab or dropping it into the scene ([1275562](https://issuetracker.unity3d.com/issues/crash-on-tilemap-validatealltileassets-when-opening-a-specific-prefab-or-dropping-it-into-the-scene))
    
*   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 Import Pipeline: Project Startup time slow due to unmatched Custom Dependencies ([1276078](https://issuetracker.unity3d.com/issues/project-startup-time-slow-due-to-unmatched-custom-dependencies))
    
*   Asset Import Pipeline: \[Asset Import\] Errors thrown on creating a project using microgame templates ([1268154](https://issuetracker.unity3d.com/issues/asset-import-errors-thrown-on-creating-a-project-using-microgame-templates))
    
*   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: \[OSX\] 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))
    
*   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: \[Android\] Keyboard doesn't show up when trying to input text in an Input Field with Hide Mobile Input checked on Android 11 ([1258071](https://issuetracker.unity3d.com/issues/android-keyboard-doesnt-show-up-when-trying-to-input-text-in-an-input-field-with-hide-mobile-input-checked-on-android-11))
    
*   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))
    
*   Packman: \[Performance\] Compilation and refresh time increases after each script change - Packman ([1274461](https://issuetracker.unity3d.com/issues/compilation-and-refresh-time-increases-after-each-script-change))
    
*   Profiling: Profiler - RawFrameDataIterator ThreadID will always return 0 for profiler frame data loaded from .data files ([1279213](https://issuetracker.unity3d.com/issues/profiler-rawframedataiterator-threadid-will-always-return-0-for-profiler-frame-data-loaded-from-data-files))
    
*   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: Crash on GameObject::ActivateAwakeRecursivelyInternal when enabling a broken Prefab ([1280054](https://issuetracker.unity3d.com/issues/crash-on-gameobject-activateawakerecursivelyinternal-when-enabling-a-broken-prefab))
    
*   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: \[Performance\]Console Pro in non-collapse mode and with large logs causes Slow asset refresh when modifying any script, 45 second ([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))
    
*   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))
    
*   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))
    

### 2020.1.8f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   Asset Import: Fixed an issue throwing errors in the console when changing Rig settings of multiple models at once. ([1272865](https://issuetracker.unity3d.com/issues/nullreferenceexception-error-is-thrown-when-more-than-one-avatar-is-selected-and-their-avatars-info-is-updated))
    
*   Build Pipeline: Fixed regression crash with 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))
    
*   Editor: Fixed materials not getting reverted back when performing drag along with other asset types using ProBuilder face selection. ([1260931](https://issuetracker.unity3d.com/issues/last-touched-by-the-drag-and-drop-action-object-is-painted-when-drag-dropping-a-material-onto-a-probuilder-face-selection))
    
*   Editor: Fixed MinMaxCurve and MinMaxGradient dropdown style to match other dropdown styles(bigger icon). ([1267276](https://issuetracker.unity3d.com/issues/particlesystemforce-properties-dropdown-icons-present-under-particle-system-force-field-are-not-user-friendly))
    
*   Editor: Fixed new input system mouse coordinate scaling in editor play mode on Linux. ([1252149](https://issuetracker.unity3d.com/issues/mouse-position-values-reported-as-half-of-thier-actual-values-in-screen-pixels-when-display-scaling-is-set-to-200-percent))
    
*   Editor: Fixed the issue with an infinite loop while loading editor layout. ([1275270](https://issuetracker.unity3d.com/issues/window-layout-cannot-load-editor-layout-stuck-in-infinite-loop-of-failed-to-load-window-layout))
    
*   Editor: Fixed to allow multithreaded graphics in the Linux editor when using Vulkan. ([1252387](https://issuetracker.unity3d.com/issues/linux-frame-debugger-can-not-be-enabled-and-asks-for-multi-threaded-renderer-to-be-enabled-even-when-its-forced-on))
    
*   GI: Fixed a synchronization issue that caused GI bakes to never complete when using the GPU lightmapper on MacOS. ([1204412](https://issuetracker.unity3d.com/issues/unable-to-bake-after-switching-lightmapper-a-few-times))
    
*   GI: Fixed Sphere.IsInside. ([1271048](https://issuetracker.unity3d.com/issues/hdrp-directional-light-artefacts-in-2020-dot-2-0a21))
    
*   Graphics: Improved objects sorting when scene contains both GameObject & Hybrid rendered entities. (1270315)
    
*   iOS: Fixed crash on UnityPause/UnityIsPaused when called with unity runtime not inited. ([1278746](https://issuetracker.unity3d.com/issues/ios-unityispaused-slash-unitypause-causing-the-app-to-crash-when-called-after-unity-was-shut-down))
    
*   iOS: Fixed memory corruption under rare circumstances. ([1256815](https://issuetracker.unity3d.com/issues/getting-a-heap-corruption-crash-in-a-malloc-at-boot-time))
    
*   iOS: Fixed rare osver/device dependent crash on exit, when \[UIViewController viewWillTransitionToSize:withTransitionCoordinator:\] is called on killing unity view. (1278124)
    
*   Kernel: Fixed player connection to PS4 when using it IP. (1275104)
    
*   Package Manager: Fixed preview packages from Scoped Registries to no longer be filtered out.
    
*   Particles: Improved performance when using Rigidbody velocity mode. Previously a search for a valid Rigidbody was made every update, we now only perform the search once and cache the result. (1268442)
    
*   Physics: Fixed editor crash on AnchoredJoint2D::ConfigureAnchors when opening a scene containing GameObject with Joints but without Rigidbody. ([1272231](https://issuetracker.unity3d.com/issues/crash-on-anchoredjoint2d-configureanchors-when-opening-a-scene-containing-gameobject-with-joints-but-without-rigidbodies))
    
*   Serialization: Improved performance applying Prefab changes to TileMap. ([1239162](https://issuetracker.unity3d.com/issues/performance-regression-editoronly-prefabs-dot-mergeprefabs-process-noticeably-slower-when-opening-a-scene))
    
*   Shaders: Fixed "pos == inputBuffer.size()" errors when fetching compute shader data from accelerator server. (1229986)
    
*   XR: Fixed SRP batcher activation with XR multipass rendering.
    
*   XR: Improved Vulkan memory usage with offscreen swapchains. ([1278553](https://issuetracker.unity3d.com/issues/xr-vulkan-oculus-crash-in-hybrid-renderer-beginrenderpass))
    

#### Changes

*   Android: Bumped Android Logcat verified version to 1.2.0.

#### 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