### Known Issues in 2020.2.5f1

*   Serialization: Editor crashes on RaiseException when allocating huge amount of memory ([1313492](https://issuetracker.unity3d.com/issues/editor-crashes-on-raiseexception-when-allocating-huge-amount-of-memory))
    
*   Polybrush: \[PolyBrush\] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window ([1315475](https://issuetracker.unity3d.com/issues/polybrush-something-went-wrong-saving-brush-settings-warning-is-thrown-when-saving-a-brush-after-opening-the-polybrush-window))
    
*   Mobile: Screen.dpi returns 0 on iPad Pro for projects built from 2019.4.16f1 ([1300359](https://issuetracker.unity3d.com/issues/screen-dot-dpi-returns-0-on-ipad-pro-for-projects-built-from-2019-dot-4-16f1))
    
*   MacOS: macOS builds no longer run when with a quarantine attribute due to incorrect codesigning ([1304455](https://issuetracker.unity3d.com/issues/macos-builds-now-contain-a-quarantine-attribute))
    
*   Global Illumination: Reflection Probe is not baked after pressing "Bake" button in the per-probe Inspector window ([1311231](https://issuetracker.unity3d.com/issues/reflection-probe-is-not-baked-after-pressing-bake-button-in-the-per-probe-inspector-window))
    
*   Physics: Crash in physx::NpArticulationReducedCoordinate::createCache() when calling JointState.SaveJointState for unparented bodies ([1264800](https://issuetracker.unity3d.com/issues/crash-in-physx-nparticulationreducedcoordinate-createcache-when-calling-jointstate-dot-savejointstate-for-unparented-bodies))
    
*   Scene Management: Freeze or crash on EditorSceneManager::ReloadScene when importing an Asset and reloading the opened Scene ([1309393](https://issuetracker.unity3d.com/issues/freeze-or-crash-on-editorscenemanager-reloadscene-when-importing-an-asset-and-reloading-the-opened-scene))
    
*   Scripting: Application.quitting event is not raised when closing build ([1309540](https://issuetracker.unity3d.com/issues/application-dot-quitting-event-is-not-raised-when-closing-build))
    
*   CodeEditors: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio ([1308797](https://issuetracker.unity3d.com/issues/crash-on-system-dot-net-dot-sockets-dot-socket-queueioselectorjob-when-using-a-vpn-and-opening-a-project-that-uses-visual-studio))
    
*   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))
    
*   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))
    
*   Templates: \[Linux\] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor ([1237642](https://issuetracker.unity3d.com/issues/missing-libdl-dot-so-library-causes-crash-when-entering-playmode-for-the-second-time-or-closing-the-editor))
    
*   Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used ([1273522](https://issuetracker.unity3d.com/issues/the-cursor-dot-visible-equals-false-does-not-work-when-inputsystem-package-is-installed))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   XR: \[XR SDK\]\[Oculus\] EarlyUpdate.XRUpdate spikes inconsistently ([1262597](https://issuetracker.unity3d.com/issues/xr-sdk-oculus-earlyupdate-dot-xrupdate-spikes-inconsistently))
    

### 2020.2.5f1 Release Notes

#### System Requirements Changes

#### Fixes

*   2D: Fixed "Root Bone" and "Bone" Properties tooltip missing in Sprite Skin component ([1285255](https://issuetracker.unity3d.com/issues/2d-root-bone-and-bone-properties-tooltip-missing-in-sprite-skin-component))
    
*   2D: Fixed an error when adding AngleRange to SpriteShapeProfile Preset that was reset before. ([1273635](https://issuetracker.unity3d.com/issues/2d-spriteshapeprofile-errors-occurs-when-adding-range-on-reset-ed-preset-of-the-spriteshapeprofile))
    
*   2D: Fixed ArgumentException when tangents and cache geometry are enabled on SpriteShapeController component. (1287237)
    
*   2D: Fixed Category List dropdown doesn't expand on clicking its title in the Inspector for Sprite Library Asset ([1294948](https://issuetracker.unity3d.com/issues/2d-category-list-dropdown-doesnt-expand-on-clicking-its-title-in-the-inspector-for-sprite-library-asset))
    
*   2D: Fixed InvalidOperationException thrown continuously on adding SpriteShapeController component to a GameObject with SpriteRenderer. ([1240514](https://issuetracker.unity3d.com/issues/2d-invalidoperationexception-thrown-continuously-on-adding-sprite-shape-controller-component-to-a-sprite-object))
    
*   AI: Fixed an issue where OffMeshLink prefab was leaking to the main scene after closing the prefab window. ([1120451](https://issuetracker.unity3d.com/issues/off-mesh-links-get-leaked-into-scene-view-when-editing-a-prefab-with-off-mesh-link-component))
    
*   Android: Fixed an Editor crash when Unity Remote was used in project and Android support not installed. ([1302221](https://issuetracker.unity3d.com/issues/crash-on-mono-jit-runtime-invoke-when-entering-play-mode))
    
*   Android: Update Android Logcat package to version 1.2.1. See the package change log for full details.
    
*   Asset Pipeline: Fixed an issue with ResourceManager that at startup sometimes would get invalid asset states. ([1296212](https://issuetracker.unity3d.com/issues/asset-load-fails-after-restarting-unity-editor))
    
*   Asset Pipeline: Fixed an issue where the AssetDatabase could unload active AssetBundle streams, causing object data to be incomplete ([1256745](https://issuetracker.unity3d.com/issues/adbv2-assetdatabase-dot-refresh-causes-animator-to-become-invalid-when-its-animations-are-loaded-from-a-separate-asset-bundle), [1281356](https://issuetracker.unity3d.com/issues/non-deterministic-animation-data-loading-from-assetsbundle-composed-of-multiple-animation-files-in-update))
    
*   Build Pipeline: Fixed excessive gizmo rebuilding increasing the player build times by a lot. (1307498)
    
*   Editor: Fixed a changing editor mode issue which showed "Failed to load window layout" message. ([1309845](https://issuetracker.unity3d.com/issues/switching-to-forma-editor-mode-does-not-work))
    
*   Editor: Fixed ReorderableList freezing Unity Editor when element height is 0. ([1298594](https://issuetracker.unity3d.com/issues/infinite-load-when-trying-to-display-lists-of-custom-classes-in-inspector), [1300381](https://issuetracker.unity3d.com/issues/unity-hangs-up-when-adding-blend-mode-component-from-blend-modes-asset-to-sprite-gameobject))
    
*   Editor: Fixed ReorderableList ignoring custom property labels in inspector. ([1297656](https://issuetracker.unity3d.com/issues/label-set-with-editorguilayout-dot-propertyfield-is-not-respected-when-using-reoderable-list))
    
*   Editor: Tooltips are now passed through into PropertyDrawers as part of the label. ([885341](https://issuetracker.unity3d.com/issues/when-using-custom-propertydrawers-the-tooltip-field-of-the-serializedproperty-is-always-empty))
    
*   Graphics: Fixed an Editor crashes with VFXExpressionContainer::EvaluateExpressions when opening a VFX Graph file.
    
*   Graphics: \[SRP\] Fixed an issue were reflections flickered when using SRP Batcher and Custom SRP. (1301727)
    
*   Particles: Fixed a crash when calling TriggerSubEmitter with a null sub emitter. A warning will now be produced. ([1300728](https://issuetracker.unity3d.com/issues/shuriken-unity-crashes-when-triggering-a-null-subemitter))
    
*   Profiler: Fixed Hierarchy view expansion state not persisting properly across frames stemming from the same session and between Hierarchy and Raw Hierarchy views. Additionally this fixes a potential NullPointerException in ProfilerFrameDataTreeView.AddExpandedChildrenRecursively. ([1242253](https://issuetracker.unity3d.com/issues/profiler-playerloop-call-is-automatically-expanded-in-raw-hierarchy-when-profiler-dot-collecteditorstats-is-expanded-in-hierarchy))
    
*   Scene/Game View: Fixed rare crash when rendering gizmos after a script recompilation. ([1259765](https://issuetracker.unity3d.com/issues/wild-crash-editor-crashes-on-mono-aot-get-cached-class-info-when-gizmosetup-has-cached-an-outdated-data))
    
*   Scripting: Allow CreateDelegate to work when the delegate type returns an integer, but the method type returns an enum. ([1288796](https://issuetracker.unity3d.com/issues/argumentexception-is-thrown-when-trying-to-convert-enum-to-int32))
    
*   Scripting: Fixed a crash when attempting to deserialize and new a class that was not fully instantiated. ([1293534](https://issuetracker.unity3d.com/issues/crash-on-raiseexception-when-calling-jsonutility-dot-fromjson-with-a-corrupted-json-file))
    
*   Scripting: Fixed a crash when calling fast memory APIs with null CommandBuffer. ([1290649](https://issuetracker.unity3d.com/issues/crash-in-renderingcommandbuffer-addswitchintofastmemory-after-calling-switchintofastmemory-method-when-commandbuffer-is-null))
    
*   Scripting: Fixed incorrect UTC offset during daylight savings time transitions. ([1288231](https://issuetracker.unity3d.com/issues/android-datetimeoffset-dot-now-has-incorrect-offset-in-central-european-time-during-daylight-saving-transition-period))
    
*   Scripting: Fixed issue where CreateNLSocket on posix systems would return an incorrect handle. ([1292368](https://issuetracker.unity3d.com/issues/adding-event-handler-to-networkchange-dot-networkavailabilitychanged-crashes-the-linux-editor-at-mono-dl-fallback-unregister))
    
*   Services: Fixed an issue where in some cases a game would stall on close if analytics are enabled. ([1300333](https://issuetracker.unity3d.com/issues/build-freezes-on-application-dot-quit-when-analytics-are-disabled-at-runtime))
    
*   Shaders: Added missing isnan() support to HLSLcc. ([1300409](https://issuetracker.unity3d.com/issues/on-pc-vulkan-and-osx-metal-isnan-dot-dot-dot-always-returns-false))
    
*   Shaders: Fixed a caching preprocessor issue that incorrectly handle function-like macros declared in include files during shader import. (1311259)
    
*   Shaders: Fixed an Editor crashing issue when trying to render non-existent shader properties. ([1304931](https://issuetracker.unity3d.com/issues/crash-on-shader-findpropertyindex-when-changing-materials-shader-to-standard))
    
*   Shaders: Fixed bad HLSLcc shader code generation on some RWTexture writes ([1296751](https://issuetracker.unity3d.com/issues/compute-shader-with-integer-image-store-fails-to-compile-with-vulkan-graphics-api))
    
*   Shaders: Fixed GetSamplePosition support on Metal shaders. (1292155)
    
*   Shaders: Fixed GetSamplePosition support on Vulkan shaders. (1230243)
    
*   Terrain: Avoid unnecessary object loading in the terrain rendering code, therefore eliminate some main thread lock up due to scene being loaded asynchronously in the background. ([1276854](https://issuetracker.unity3d.com/issues/cpu-usage-spikes-in-the-loading-dot-lockpersistentmanager-when-async-loading-slash-unloading-scenes-with-terrain))
    
*   UI Elements: Fixed a graphics issue with Intel drivers that were causing bad stretching and clipping in the editor. ([1309555](https://issuetracker.unity3d.com/issues/rendering-is-broken-with-uitoolkit-with-many-intel-gpus-driver-bug))
    
*   UI Toolkit: Fixed an issue when undocking and redocking a shadergraph and then selecting a property on the blackboard throws UIElement errors ([1302295](https://issuetracker.unity3d.com/issues/shadergraph-undocking-and-redocking-a-shadergraph-and-then-selecting-a-property-on-the-blackboard-throws-uielement-errors))
    
*   Version Control: Fixed an issue where moving an asset just after adding it via AssetDatabase API was losing the asset VC state. ([1283635](https://issuetracker.unity3d.com/issues/no-vcs-checks-slash-actions-on-an-moved-asset-in-a-perforce-workspace-using-drag-drop-or-assetdatabase-dot-moveasset))
    
*   WebGL: Fixed pixelated edges of soft shadows for WebGL. ([1240932](https://issuetracker.unity3d.com/issues/webgl-urp-urp-shadows-with-soft-shadows-setting-enabled-have-pixelated-edges-in-webgl-build))
    
*   XR: Fixed an issue where ApplicationInfo was not being properly populated on Lumin platfom. (1304736)
    

#### Changes

*   Shaders: Shader compiler logs are now generated in Logs folder instead of Library.

#### 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