### Known Issues in 2020.1.9f1

*   \--: 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: Crashing with progressive GPU when baking lighting with the AZURE Nature demo scene ([1277383](https://issuetracker.unity3d.com/issues/crashing-with-progressive-gpu-when-baking-lighting-with-the-azure-nature-demo-scene))
    
*   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))
    
*   Linux: InputSystem not mapping keyboard keys properly on Linux ([1275964](https://issuetracker.unity3d.com/issues/inputsystem-not-mapping-keyboard-keys-properly-on-linux))
    
*   MacOS: \[Metal\]\[Editor\] Memory grows continuously until Editor crashes when importing 100k materials ([1214197](https://issuetracker.unity3d.com/issues/metal-editor-memory-grows-continuously-until-editor-crashes-when-importing-100k-materials))
    
*   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))
    
*   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))
    
*   Scene/Game View: Editor locks up when applying a material to a prefab in isolation mode after renaming the prefab ([1284799](https://issuetracker.unity3d.com/issues/editor-locks-up-when-applying-a-material-to-a-prefab-in-isolation-mode-after-renaming-the-prefab))
    
*   Scripting: Incorrect/mismatched defines in Editor code ([1284818](https://issuetracker.unity3d.com/issues/incorrect-or-mismatch-defines-in-editor-code))
    
*   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))
    
*   Shader System: Memory usage spikes to 8 GB causes machines with 8 GB RAM the Editor to freeze when building Creator Kit: FPS ([1278110](https://issuetracker.unity3d.com/issues/memory-usage-spikes-to-8-gb-causes-machines-with-8-gb-ram-or-lower-the-editor-to-freeze-when-building-creator-kit-fps))
    
*   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))
    
*   Shuriken: \[Particles\] Can't set Trail Material via Inspector ([1284719](https://issuetracker.unity3d.com/issues/particles-cant-set-trail-material))
    
*   Universal RP: Migrating from LWRP 2019.2.20f1 to URP 2020.1.0b5 causes ~38x increase of unused shader programs, slowing down shader warmup ([1280001](https://issuetracker.unity3d.com/issues/webgl-tremendous-load-up-times-in-player-with-a-specific-project-when-using-version-newer-than-2020-dot-1-0b5))
    
*   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: \[Linux\] 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))
    

### 2020.1.9f1 Release Notes

#### System Requirements Changes

##### For running Unity games

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

#### Fixes

*   2D: Fixed importing files with vector layers generates textures incorrectly for PSDImporter. ([1266986](https://issuetracker.unity3d.com/issues/importing-psb-files-with-vector-layers-imports-textures-incorrectly))
    
*   2D: Fixed Sprite Variant Window does not appear in Sprite Shape Controller Component when selecting a Spline. ([1267542](https://issuetracker.unity3d.com/issues/2d-spriteshape-sprite-variant-window-does-not-appear-in-sprite-shape-controller-component-when-selecting-a-spline-pivot-point))
    
*   2D: Fixed unable to add item on Resetting the Preset of the SpriteShapeProfile. ([1242910](https://issuetracker.unity3d.com/issues/2d-spriteshapeprofile-unable-to-add-item-on-resetting-the-preset-of-the-spriteshapeprofile))
    
*   2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 for 2D Animation package. ([1255839](https://issuetracker.unity3d.com/issues/2d-animation-package-has-a-compilation-error-when-the-entities-package-is-installed))
    
*   Android: Fixed framebuffer fetch on Adreno. ([1271787](https://issuetracker.unity3d.com/issues/android-when-using-framebufferfetch-and-sampling-a-texture-at-the-same-time-a-compile-error-happens-on-gles3-devices))
    
*   Asset Import: Fixed such that changing TextureImporter in the inspector no longer affects instantiated Texture2D until Apply/Revert is pressed and a new import is triggered. ([1241204](https://issuetracker.unity3d.com/issues/texture-wrap-mode-settings-when-reverted-by-undo-displays-previously-selected-option-in-scene-view-and-play-mode))
    
*   Asset Import: Fixed the crash when using global search patterns. ([1267138](https://issuetracker.unity3d.com/issues/crash-on-using-global-search-patterns))
    
*   Audio: Fixed an issue where an audio clip playing on the Timeline and routed out via an Audio Component wasn't correctly using a Mixer asset when the output Audio Component's state was toggled. ([1213824](https://issuetracker.unity3d.com/issues/disabling-and-enabling-an-audiosource-component-controlled-by-a-timeline-causes-a-pop-and-ignores-the-mixer-settings))
    
*   Editor: Added missing tooltips for Audio inspectors. ([1258773](https://issuetracker.unity3d.com/issues/audio-tooltips-are-missing-for-all-properties-under-audio-filter-and-audio-reverd-zone))
    
*   Editor: Added validator for audio source object field in video player inspector. (1194100)
    
*   Editor: Fixed crash during player building where terrains are included in the build. (1273804)
    
*   Editor: Fixed so a GameObject that is copy pasted to a different parent does have the same world position as the original GameObject. ([1268152](https://issuetracker.unity3d.com/issues/a-game-object-is-instantiated-in-a-translated-transform-position-when-it-is-instantiated-as-a-child-of-a-new-parent-object))
    
*   Editor: Fixed such that NullReferenceException is thrown when calling AssetDatabase.OpenAsset after reopening Unity with the Project tab unfocused. ([1274633](https://issuetracker.unity3d.com/issues/nullreferenceexception-is-thrown-when-calling-assetdatabase-dot-openasset-after-reopening-unity-with-the-project-tab-unfocused))
    
*   Editor: Improved playback/scrubbing display when manually drawing multiple audio clip previews. ([1271167](https://issuetracker.unity3d.com/issues/audioclips-preview-playhead-plays-on-both-audioclips-when-playing-any-audioclip-after-playing-the-second-audioclip))
    
*   Editor: Updated pubnub origin for collab to continue to support legacy TLS/SSL connections. (1274506)
    
*   GI: Fixed a regression to denoising quality when using the Optix denoiser with the GPU Lightmapper. ([1272950](https://issuetracker.unity3d.com/issues/gpu-plm-optix-denoiser-produces-noisy-results))
    
*   GI: Fixed regression to denoising quality when using the OIDN denoiser with the GPU Lightmapper. ([1272954](https://issuetracker.unity3d.com/issues/gpu-plm-oidn-produces-noisy-results))
    
*   GI: Fixed such that if a scene isn't baked/has no lightmaps, the value of its lightmaps mode will be ignored. ([1259485](https://issuetracker.unity3d.com/issues/lightmap-mode-for-a-scene-is-not-saved-unless-bake-is-done))
    
*   Graphics: Added SRP batcher workaround for out of memory issues on Mali GPUs caused by high vertex load. (1281036)
    
*   Graphics: Fixed crash on Stadia during launch. (1278507)
    
*   Graphics: Fixed GetPixels on Texture2D that is compressed with Crunch to throw an exception and not crash. ([1257655](https://issuetracker.unity3d.com/issues/crash-on-getcolorblockcolors-when-entering-play-mode-in-a-specific-scene))
    
*   Graphics: Fixed memory leak that occurs when loading a Scene with Addressables.LoadSceneAsync which has a large number of Texture references. ([1245368](https://issuetracker.unity3d.com/issues/addressables-cause-a-leak-when-loading-a-scene-with-addressables-dot-loadsceneasync-which-has-more-than-40-texture-references))
    
*   Graphics: GrabPass does not support Depth targets and only a single color target is supported. This applies to all platforms that we have. Added error check to prevent editor from crashing. ([1208293](https://issuetracker.unity3d.com/issues/crash-on-gfxframebuffergles-grabintorendertexture-with-grabpass-when-in-depth-render-target))
    
*   GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections.
    
*   IL2CPP: Fixed to allow reverse p/invoke to work with methods that are only called via reflection. (1271247)
    
*   Linux: Fixed keyboard keypad number input. ([1280104](https://issuetracker.unity3d.com/issues/linux-keypad-number-keys-reporting-incorrectly))
    
*   macOS: Fixed building player with IL2CPP scripting backend when running on macOS Big Sur. ([1259859](https://issuetracker.unity3d.com/issues/macos-big-sur-unable-to-build-player-when-using-il2cpp-backend-l2cppcore-dot-dll-did-not-run-properly))
    
*   macOS: Fixed modifier keys states after OS shortcut performed. ([1268573](https://issuetracker.unity3d.com/issues/macos-input-debugger-shows-invalid-key-state-after-a-shortcut-which-temporarily-freezes-the-screen))
    
*   Particles: Fixed uninitialized compute buffer access when using particle quads and gfx jobs. (1274445)
    
*   Profiler: Fixed an Assert and Deadlock getting triggered in ProfilerHistory::SetSelectedPropertyPath when called, e.g. via UnityEditorInternal.ProfilerDriver.selectedPropertyPath, while no frame data is loaded into the Profiler. ([1278249](https://issuetracker.unity3d.com/issues/hold-on-window-appears-and-loads-infinitely-when-setting-profilerdriver-dot-selectedpropertypath-while-the-profiler-holds-no-frames))
    
*   Profiler: Fixed scroll wheel not working on thread names and repeat button not working on scroll bars. ([1238871](https://issuetracker.unity3d.com/issues/profiler-mouse-scroller-is-not-working-for-timeline-view-in-the-profiler-window))
    
*   Scripting: Fixed a hang that would occur when there is incorrectly set time zone data in the windows registry. ([1256569](https://issuetracker.unity3d.com/issues/project-never-loads-when-time-zones-registry-has-missing-keys))
    
*   Scripting: Fixed issue where packets of a certain size would not get processed correctly and would cause the asynchronous task to timeout. ([1276200](https://issuetracker.unity3d.com/issues/httpclient-webexception-when-doing-a-request-with-postasync))
    
*   Scripting: Fixed issue where RuntimeInformation.IsOSPlatform would check the filesystem for a .dylib to see if the operating system was OSX. It now will reference Environment.Platform which makes a native call to check which OS we are on. (1267836)
    
*   Scripting: Fixed performance regression when loading struct fields. ([1276888](https://issuetracker.unity3d.com/issues/performance-regression-matrix4x4-multiplication-significantly-slower))
    
*   Scripting: Fixed runtime crash when accessing invalid address under debugging. ([1269030](https://issuetracker.unity3d.com/issues/debugger-crashes-when-inspecting-invalid-memory))
    
*   Scripting: Fixed such that invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy. ([1269569](https://issuetracker.unity3d.com/issues/invalid-windows-proxy-configuration-causes-nullreferenceexception-to-be-thrown-incorrectly))
    
*   Shaders: Fixed crash when importing a project from an external drive formatted as exFAT on MacOS. ([727114](https://issuetracker.unity3d.com/issues/osx-shader-import-in-an-external-exfat-drive-crashes-unity))
    
*   Text: Fixed IME composition duplication on focus change of text fields. ([989131](https://issuetracker.unity3d.com/issues/gui-dot-textarea-causes-input-string-to-duplicate-itself-with-japanease-composition))
    
*   Video: Fixed potential invalid memory access while executing queued video player script callbacks. (1270858)
    
*   Video: Fixed to respect enabled state of output audio sources. ([1268769](https://issuetracker.unity3d.com/issues/sound-slash-audio-is-played-when-the-videoplayers-attached-audiosource-game-object-is-disabled))
    
*   Windows: Fixed Chinese Windows IME initialising at wrong position, jumping to correct position after first symbol is typed. ([1043535](https://issuetracker.unity3d.com/issues/chinese-windows-ime-initialized-at-wrong-position-jumping-to-correct-position-after-first-symbol-is-typed))
    
*   Windows: Fixed predictive text IME appearing in wrong location when inputting non-English text. ([1171328](https://issuetracker.unity3d.com/issues/predictive-text-ime-appears-in-wrong-location-when-inputting-non-english-text))
    

#### API Changes

*   Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption.

#### Changes

*   Multiplayer: Bumped multiplayer hlapi minimum package version to 1.0.6. ([1267217](https://issuetracker.unity3d.com/issues/in-2020-dot-1-minimum-hlapi-package-version-should-be-1-dot-0-6))
    
*   XR: Updated the Oculus XR Plugin package to 1.5.0.
    

#### Improvements

*   Animation: Improved the warning detecting clashes of animated property curve names, so it has fewer false-positives and isn't logged repeatedly. ([1265854](https://issuetracker.unity3d.com/issues/animation-curve-names-of-an-imported-3d-model-conflict-with-animator-parameter-names-when-animations-of-the-model-are-referenced))
    
*   Editor: Added two new events to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard. (1279665)
    
*   Video: Improved to allow video player to use blob urls on webgl. ([1265342](https://issuetracker.unity3d.com/issues/webgl-videoplayer-url-reverts-to-empty-string-when-it-is-generated-from-a-js-blob))
    
*   XR: Updated api docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets.
    

#### 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