### Known Issues in 2020.2.3f1

*   Scene/Game View: \[Wild Crash\] Editor crashes on mono\_aot\_get\_cached\_class\_info when GizmoSetup has cached an outdated data ([1259765](https://issuetracker.unity3d.com/issues/wild-crash-editor-crashes-on-mono-aot-get-cached-class-info-when-gizmosetup-has-cached-an-outdated-data))
    
*   uGUI: AspectRatioFitter gives a warning when changing the Components Aspect Ratio if it's attached to a Canvas ([1302464](https://issuetracker.unity3d.com/issues/aspectratiofitter-new-restriction-in-2020-dot-2))
    
*   Global Illumination: Reflection Probe is not baked after pressing "Bake" button in the per-probe Inspector window (1311231)
    
*   Build Pipeline: \[Cache Server\] Building process freezes on compiling shader variants when connected to Accelerator ([1296800](https://issuetracker.unity3d.com/issues/cache-server-building-process-freezes-on-compiling-shader-variants-when-connected-to-accelerator))
    
*   Shuriken: Infinity loop issue about Sub-Emitters of Particle System Editor ([1311111](https://issuetracker.unity3d.com/issues/infinity-loop-issue-about-sub-emitters-of-particle-system-editor))
    
*   Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component ([1298503](https://issuetracker.unity3d.com/issues/crash-when-redoing-and-undoing-pasting-prefabs-in-scene-in-lego-microgame))
    
*   Android: Crash with GenericRemote::CheckAndroidSDKPath when entering play mode ([1302221](https://issuetracker.unity3d.com/issues/crash-on-mono-jit-runtime-invoke-when-entering-play-mode))
    
*   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))
    
*   Visual Effects: \[URP\] OutputUpdate.compute: Kernel at index (0) is invalid when using compute culling, Lod, or Multi-mesh ([1309174](https://issuetracker.unity3d.com/issues/urp-outputupdate-dot-compute-kernel-at-index-0-is-invalid-when-using-compute-culling-lod-or-multi-mesh))
    
*   Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component ([1209765](https://issuetracker.unity3d.com/issues/skinned-mesh-renderers-bounds-extent-is-set-to-half-of-the-transforms-scale-when-using-a-cloth-component))
    
*   UI Toolkit: Editor Crashes when name of Serialized Sprite variable is edited ([1302872](https://issuetracker.unity3d.com/issues/editor-crashes-when-name-of-serialized-sprite-variable-is-edited))
    
*   Input: \[Input System\] MultiplayerEventSystem throws a warning when more than one MultiplayerEventSystem is active ([1303961](https://issuetracker.unity3d.com/issues/input-system-multiplayereventsystem-throws-a-warning-when-more-than-one-multiplayereventsystem-is-active))
    
*   Texture: uGUI in Texture2D is different than in the Game view when calling ToTexture2D() method on a RenderTexture ([1301378](https://issuetracker.unity3d.com/issues/ugui-in-texture2d-is-different-than-in-the-game-view-when-calling-totexture2d-method-on-a-rendertexture))
    
*   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))
    
*   Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked ([1248389](https://issuetracker.unity3d.com/issues/linux-inputsystems-mouse-delta-values-do-not-change-when-the-cursor-lockstate-is-set-to-locked))
    
*   Asset Import Pipeline: UnobservedTaskException:System.Exception: Failed to load an internal asset stored when using LoadInternalResource ([1296212](https://issuetracker.unity3d.com/issues/asset-load-fails-after-restarting-unity-editor))
    
*   Quality of Life: Infinite load when trying to display Lists of custom classes in Inspector ([1298594](https://issuetracker.unity3d.com/issues/infinite-load-when-trying-to-display-lists-of-custom-classes-in-inspector))
    
*   Profiling: Once paused, the Profiler does not resume recording when profiling WebGL player ([1271012](https://issuetracker.unity3d.com/issues/once-paused-the-profiler-does-not-resume-recording-when-profiling-webgl-player))
    
*   Asset Import Pipeline: Prefabs are reimporting every time a code change is made ([1294785](https://issuetracker.unity3d.com/issues/prefabs-are-reimporting-every-time-a-code-change-is-made))
    
*   Vulkan: Crash in Windows Standalone when Vulkan is set as rendering API and player window is out of focus ([1309519](https://issuetracker.unity3d.com/issues/vulkan-crash-in-windows-standalone-when-vulkan-is-set-as-rendering-api-and-player-window-is-out-of-focus))
    
*   Profiling: \[Profiler\] playerLoop call is automatically expanded in Raw Hierarchy when Profiler.CollectEditorStats is expanded in Hierarchy ([1242253](https://issuetracker.unity3d.com/issues/profiler-playerloop-call-is-automatically-expanded-in-raw-hierarchy-when-profiler-dot-collecteditorstats-is-expanded-in-hierarchy))
    
*   Asset Import Pipeline: CPU usage spikes in the Loading.LockPersistentManager when async loading/unloading Scenes with Terrain ([1276854](https://issuetracker.unity3d.com/issues/cpu-usage-spikes-in-the-loading-dot-lockpersistentmanager-when-async-loading-slash-unloading-scenes-with-terrain))
    
*   UI Toolkit: \[UIR\] Rendering is broken with UIToolkit with many Intel GPUs (driver-bug) ([1309555](https://issuetracker.unity3d.com/issues/rendering-is-broken-with-uitoolkit-with-many-intel-gpus-driver-bug))
    
*   XR: \[XR SDK\]\[Oculus\] EarlyUpdate.XRUpdate spikes inconsistently ([1262597](https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently))
    
*   iOS: UnityWebRequest doesn't work when using a 14.2+ iOS device ([1299873](https://issuetracker.unity3d.com/issues/ios-unitywebrequest-doesnt-work-when-using-a-14-dot-2-plus-ios-device))
    
*   Scene Management: Crash on StackAllocator::WalkAllocations when loading another Scene whilst in Play Mode ([1297307](https://issuetracker.unity3d.com/issues/crash-on-stackallocator-walkallocations-when-loading-another-scene-whilst-in-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))
    
*   Packman: Unable to filter on downloaded assets ([1307862](https://issuetracker.unity3d.com/issues/unable-to-filter-on-downloaded-assets))
    

### 2020.2.3f1 Release Notes

#### System Requirements Changes

#### Fixes

*   2D: Fixed TilemapRenderer in Individual mode not rendering Tiles with Tilemap Color. ([1295449](https://issuetracker.unity3d.com/issues/tilemap-doesnt-change-the-color-of-the-tile-when-the-mode-of-the-tilemap-renderer-is-set-to-individual))
    
*   Android: Fix Application.targetFrameRate and Screen.currentResolution.refreshRate on some variable refresh rate displays ([1297149](https://issuetracker.unity3d.com/issues/android-fps-gets-throttled-by-2-slash-3rds-when-application-dot-targetframerate-60-on-pixel-devices-with-90hz-displays))
    
*   Android: Fixed Android Export Project option when Il2CPP used with C++ Compiler Configuration Master ([1273917](https://issuetracker.unity3d.com/issues/android-build-fails-when-running-il2cpp-build-with-master-compiler-configuration))
    
*   Animation: Fixed a bug where the most recent Animation Event is not triggered again when resetting Playable Time with SetTime(-1) ([1230810](https://issuetracker.unity3d.com/issues/playables-animationmiddle-function-is-triggered-twice-when-playable-dot-play-and-settime-0-are-called-at-the-same-frame))
    
*   Asset Import: Removed unsupported layerElement reference mode error logs. ([1225010](https://issuetracker.unity3d.com/issues/unsupported-material-wedge-reference-mode-type-error-is-thrown-when-importing-a-specific-fbx-file))
    
*   Audio: Fixed DSPGraph mixer thread exceptions. ([1297730](https://issuetracker.unity3d.com/issues/dspgraph-playclip-sample-crashes-in-windows-slash-x64-build))
    
*   Audio: Fixed DSPGraph playback not pausing when player is paused.
    
*   Build Pipeline: Fix Unity command line player build failing due to invalid path argument to '-buildLinux64Player' ([1285375](https://issuetracker.unity3d.com/issues/linux-command-line-argument-buildlinux64player-fails-to-build-when-using-a-valid-path-name))
    
*   Burst: Support for loading additional burst libraries in playmode/standalone for modding support. (1294664)
    
*   DX12: Fix for shader resource view of indirect argument buffer ([1276431](https://issuetracker.unity3d.com/issues/dx12-drawmeshinstancedindirect-fails-to-render-opaque-pass-when-dx12-is-used-for-standalone-builds))
    
*   Editor: Added missing keycode mappings for special characters (e.g. ^, ~, |) (1281473)
    
*   Editor: Ensure there's proper Prefab and context menu handling for a ReorderableList as a whole, also when removing elements from the list. ([1292522](https://issuetracker.unity3d.com/issues/no-visual-override-is-shown-in-the-inspector-when-removing-an-event-from-the-button-components-onclick-event-list))
    
*   Editor: Exposed BuildUtility.BuildCanBeAppended to check for possibility of BuildOptions.AcceptExternalModificationsToPlayer usage ([1288856](https://issuetracker.unity3d.com/issues/buildoptions-dot-acceptexternalmodificationstoplayer-throws-error-when-building-for-ios-if-the-xcode-project-does-not-already-exist))
    
*   Editor: Fix SceneHierarchy renaming using the context menu while a renaming is already active. ([981190](https://issuetracker.unity3d.com/issues/renaming-duplicated-gameobjects-is-inconsistent))
    
*   Editor: Fixed an issue where Asset Database dependencies were not included when exporting packages. ([1250495](https://issuetracker.unity3d.com/issues/included-cginc-files-are-missing-from-dependencies-when-exporting-shader-as-a-package))
    
*   Editor: Fixed AppStatusBar throwing MissingReferenceException when the Editor Layout is reset during Progress Bar updates. ([1296666](https://issuetracker.unity3d.com/issues/appstatusbar-throws-missingreferenceexception-when-editor-layout-is-reset-during-progress-bar-updates))
    
*   Editor: Fixed audio clip preview playback position when clicking on the waveform. ([1294273](https://issuetracker.unity3d.com/issues/audio-preview-plays-automatically-when-pressing-on-the-waveform-to-place-a-playback-head))
    
*   Editor: Fixed Game Objects with Playable Director component can't be turned into a prefab when Timeline window is open in preview mode. ([1223541](https://issuetracker.unity3d.com/issues/objects-with-playable-director-component-cant-be-turned-into-a-prefab-when-timeline-window-is-open-in-preview-mode))
    
*   Editor: Fixed ReorderableList not being drawn correctly while in horizontal layout ([1289222](https://issuetracker.unity3d.com/issues/reorderablelist-is-not-properly-aligned-inside-the-horizontal-layout))
    
*   Editor: Fixed serialized private inherited arrays not being reorderable by default ([1298115](https://issuetracker.unity3d.com/issues/reorderablelist-not-used-when-field-is-private-in-parent-class))
    
*   Editor: Fixed \[NonReorderable\] not being applied to a private arrays inside a struct (1298288)
    
*   GI: Fixed color space for directional lightmap while baking with progressive updates. ([1296784](https://issuetracker.unity3d.com/issues/plm-lightmap-directionality-appears-differently-during-vs-completed-bake))
    
*   GI: Increase numerical stability in tetrahedralization code. ([1287878](https://issuetracker.unity3d.com/issues/lightprobes-influencing-object-shading-on-specific-position-is-not-deterministic-and-causes-artefacts))
    
*   Graphics: Added support for CreateExternalTexture with the Vulkan API
    
*   Graphics: Fixed an issue where the was no warning about double usage in shaders on metal. (1281502)
    
*   Graphics: Fixed incorrect shadows when using DrawMeshInstancedIndirect. ([1281700](https://issuetracker.unity3d.com/issues/shadows-are-rendered-only-for-one-of-the-batches-when-calling-drawmeshinstancedindirect-multiple-times))
    
*   Graphics: Fixed issue where speedtree textures were becoming unbound after clicking "Regenerate materials". ([1231184](https://issuetracker.unity3d.com/issues/speedtree-regenerate-materials-option-distorts-speedtree-materials-shaders-and-meshes-at-different-lod-levels))
    
*   Graphics: Fixed metal/vulkan shaders sometimes referencing inputs omitted by the compiler. ([1277144](https://issuetracker.unity3d.com/issues/vulkan-android-shader-compilation-fails-when-building-apk-with-vulkan-graphics-api))
    
*   Graphics: Fixed metal/vulkan shaders sometimes referencing outputs omitted by the compiler. ([1290551](https://issuetracker.unity3d.com/issues/metal-ios-shader-compilation-fails-when-running-built-project))
    
*   Graphics: Fixed shaders that use immediate consts failing compilation under some circumstances (1283218)
    
*   Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data
    
*   Graphics: Issue an error message when trying to use the Hybrid Renderer V2 with SRP Batcher OFF. Also deterministically skip the rendering in this case. ([1300072](https://issuetracker.unity3d.com/issues/hybrid-renderer-v2-no-error-slash-warning-when-trying-to-use-hrv2-with-srp-batcher-off))
    
*   Graphics: Readded VSync Count tooltip in Quality Settings ([1296699](https://issuetracker.unity3d.com/issues/vsync-count-setting-in-quality-settings-of-a-project-has-no-tooltip))
    
*   Graphics: Removed excessive CustomRenderTexture updates and fixed various dependency issues. ([1249916](https://issuetracker.unity3d.com/issues/custom-render-texture-does-not-render-on-direct3d11-and-direct3d12-graphics-api), 1279212)
    
*   Graphics: Support for Crunched 16k textures. (1286157)
    
*   Graphics: Texture2D.PackTextured changes so that compressed textures with mips and a padding greater than zero are now decompressed (see documentation for details) ([1063640](https://issuetracker.unity3d.com/issues/textures-do-not-work-with-a-specific-compression-format-when-setting-texture-size-to-1024-and-padding-2))
    
*   IL2CPP: Avoid a crash on startup for assemblies that use nested types in the type. Google Ad Mobs has one such assembly, for example. ([1287997](https://issuetracker.unity3d.com/issues/mobile-il2cpp-specific-project-crashes-when-building-on-mobile-device))
    
*   IL2CPP: Fixed file and directory patterns ending with ".\*" incorrectly including files names that partially match on non Windows platforms. ([1286554](https://issuetracker.unity3d.com/issues/directory-dot-getfiles-ignores-dot-symbol-when-built-with-il2cpp))
    
*   IMGUI: Fixed the MissingMethodException when adding elements to ReorderableList with String type ([1289219](https://issuetracker.unity3d.com/issues/missingmethodexception-when-adding-elements-to-reorderablelist-with-string-type))
    
*   iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.
    
*   Linux: Fixed an issue where the Linux Downloader would not properly extract files ([1278063](https://issuetracker.unity3d.com/issues/linux-fatal-error-is-thrown-when-trying-to-install-the-editor-using-a-standalone-installer-through-the-terminal))
    
*   Linux: Fixed tooltip shows up in the window switcher as a separate window ([1287440](https://issuetracker.unity3d.com/issues/linux-editor-tooltip-shows-up-in-the-window-switcher-as-a-separate-window))
    
*   macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed.
    
*   Networking: UnityWebRequest: DownloadHandler.text will handle exception if encoding is not supported (fallback to UTF-8). ([1288445](https://issuetracker.unity3d.com/issues/mobile-downloadhander-dot-text-throws-an-exeption-when-reading-a-not-supported-exception))
    
*   Package Manager: Fixed 'My Registries' menu not showing up after configuring a scoped registry.
    
*   Package Manager: Fixed an issue where missing `localhost` in the hosts file configuration could prevent Unity from connecting to the Unity Package Manager. ([1295543](https://issuetracker.unity3d.com/issues/missing-localhost-in-the-hosts-file-configuration-could-cause-the-unity-package-manager-server-to-fail-to-start))
    
*   Package Manager: Fixed issues when using Unity Package Manager on Intel's 10th generation processor. ([1238432](https://issuetracker.unity3d.com/issues/cannot-connect-to-local-package-manager-server-error-is-thrown-when-using-custom-registry-packages-with-10th-generation-intel))
    
*   Package Manager: Fixed issues where updates to outdated Assets does not show up in the Package Manager UI ([1304459](https://issuetracker.unity3d.com/issues/package-manager-doesnt-show-available-updates))
    
*   Package Manager: Fixed the issue where `Open in Unity` from Asset Store results in endless loading in Package Manager ([1297749](https://issuetracker.unity3d.com/issues/packaman-package-manager-is-fetching-packages-forever-when-trying-to-open-asset-from-asset-store-on-newly-created-project))
    
*   Particles: Fixed ParticleSystemRenderer GetMeshes freezing when one of its meshes had been destroyed and had gone null. ([1238765](https://issuetracker.unity3d.com/issues/calling-getmeshes-will-cause-infinite-loop-if-one-of-meshes-under-mesh-renderer-mode-is-empty))
    
*   Physics: Display Linear and Angular damping in the root of the ArticulationBody.
    
*   Prefabs: Fixed that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode. (1279539)
    
*   Profiler: Fixed crash due to used textures stats counting when gfx jobs are enabled (1293569)
    
*   Profiler: Fixed ProfilerRecorder for "GC Allocated In Frame" reports 0 bytes if the Profiler isn't currently recording ([1293607](https://issuetracker.unity3d.com/issues/profilerrecorder-api-to-record-gc-allocated-in-frame-reports-0-bytes-if-the-profiler-window-isnt-currently-recording))
    
*   Profiler: Prevent disabled Profiler modules from pulling Profiler statistics. ([1293059](https://issuetracker.unity3d.com/issues/the-profiler-is-updating-all-modules-when-only-one-module-is-enabled))
    
*   Profiler: Prevent the chart separator lines from disappearing when resizing or scrolling in the Profiler window. ([1293049](https://issuetracker.unity3d.com/issues/frame-chart-view-line-separators-disappear-when-resizing-the-chart-height-or-scrolling-through-the-frame-charts-view))
    
*   Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead. ([1262850](https://issuetracker.unity3d.com/issues/collections-obsolete-argumentoutofrangeexception-errors-are-thrown-when-creating-nativearray-of-size-int-dot-maxvalue))
    
*   Scripting: Fixed ApiUpdater internal recursion when assigning to deprecated Component.rigidbody ([1276562](https://issuetracker.unity3d.com/issues/api-updater-pops-up-and-internal-recursion-is-detected-when-assigning-a-rigidbody-to-a-deprecated-component-dot-rigidbody))
    
*   Scripting: Fixed hang that would be encountered when mono's finalizer thread would compete with the debugger thread for a lock. (1288953)
    
*   Scripting: Fixed potential AsseblyUpdater assembly corruption when applying Camera.GetScreenHeight() / GetScreenWidth() -> Screen.height/width updates.
    
*   Scripting: Fixed potential AsseblyUpdater assembly corruption when field name and type needs updating.
    
*   Serialization: Fixed crash reordering array of struct, containing SerializeReference fields and non SerializeReference fields as well under certain circumstances. ([1302360](https://issuetracker.unity3d.com/issues/crash-on-walktypetreecomplete-serializedproperty-containsmanagedreferences-2-ismanagedreferencevisitor))
    
*   Serialization: FormerlySerializedAs attribute now correctly new value instead of old value if both are present. ([1296458](https://issuetracker.unity3d.com/issues/variables-use-old-overridden-values-on-prefabs-when-a-variable-has-formerlyserializedas-attribute))
    
*   Serialization: ProjectSettings will now get re-serialized as text instead of as binary. ([1289736](https://issuetracker.unity3d.com/issues/new-asset-files-are-serialized-as-binary-when-the-asset-serialization-mode-in-the-editor-settings-is-set-to-force-text))
    
*   Shaders: Fixed a crash when trying to set keywords on a material that has no shader assigned ([1297087](https://issuetracker.unity3d.com/issues/crash-when-using-paste-material-properties-on-a-material-with-no-assigned-shader))
    
*   Shaders: Fixed compute and raytracing shader caching regression. ([1306116](https://issuetracker.unity3d.com/issues/upgrading-a-hdrp-project-results-in-numerous-kernel-at-index-invalid-errors))
    
*   Shaders: Fixed handling of the scalar after the matrix that is not 4xN. ([1242345](https://issuetracker.unity3d.com/issues/shader-compiler-uses-an-incorrect-variable-in-an-if-statement-when-the-needed-variable-is-defined-bellow-float-type-matrix))
    
*   Shaders: Fixed local keyword from UsePass not working in the shader that uses the pass ([1292128](https://issuetracker.unity3d.com/issues/cant-enable-slash-disable-local-shader-keyword-variants-when-in-built-player-and-using-usepass))
    
*   Shaders: Fixed shader memory being attributed to ShaderLab instead of individual shaders (1292198)
    
*   Terrain: Fix the case where terrain appears temporarily white during a scene save. (1304414)
    
*   Terrain: Fixed a crash when neighboring terrains have inconsistent heightmap settings. ([1300660](https://issuetracker.unity3d.com/issues/crash-on-terrainmanager-cullallterrains-when-opening-a-scene-with-neighboring-terrains))
    
*   Terrain: Fixed terrain GI baking where holes are painted. ([1300585](https://issuetracker.unity3d.com/issues/baked-lightmap-shows-artifacts-when-game-object-intersects-with-terrain))
    
*   Terrain: Fixed terrain normal maps and mask textures around holes. ([1301214](https://issuetracker.unity3d.com/issues/terrain-normals-dont-appear-around-terrain-holes))
    
*   Terrain: Fixed the terrain geometry after painting holes. ([1299939](https://issuetracker.unity3d.com/issues/paint-holes-undo-action-will-corrupt-terrain-objects))
    
*   UI: Fix issue where a Graphic could be set as a raycast target even is disabled. ([1290917](https://issuetracker.unity3d.com/issues/graphic-dot-raycast-is-able-to-use-destroyed-ui-object-resulting-in-an-error))
    
*   UI Toolkit: Fixed performance of Line Renderer list of positions when its size is big enough to require scroll on the Inspector view. ([1296193](https://issuetracker.unity3d.com/issues/linerenderer-points-lists-suffers-from-performance-issues-when-list-is-large))
    
*   Video: \[osx\] Fixed a crash when playing a video at speed > 2x. ([1240116](https://issuetracker.unity3d.com/issues/editor-crash-on-aurogerbeepfactory-after-a-few-seconds-of-playing-video-when-playback-speed-is-bigger-than-1))
    
*   XR: Fix Vulkan broken on Oculus Quest. (1304463)
    

#### Changes

*   Shaders: Increased the global shader keyword limit to 384.
    
*   XR: The Oculus XR Plugin package has been updated to 1.7.0.
    
*   XR: Updated Windows XR SDK Plug-in to 4.4.0
    
*   XR: Updated XR Plug-in Management to 3.2.17
    

#### Improvements

*   Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties
    
*   Prefabs: Undo operations on objects in nested prefabs has been optimized by up to 30%
    
*   Shaders: Improved a warning about arrays in property sheets being capped to previous size ([1297245](https://issuetracker.unity3d.com/issues/spamming-warning-in-urp-template))
    

#### 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