### Known Issues in 2020.3.11f1

*   AI: Crash with ComputeTileMeshJob when generating Navmesh ([1329346](https://issuetracker.unity3d.com/issues/crash-with-computetilemeshjob-when-generating-navmesh))
    
*   Animation: \[Performance Regression\] AnimationWindowState:get\_allCurves takes approximately 5000ms to load animation in the Animation window ([1320250](https://issuetracker.unity3d.com/issues/perfomance-regression-animationwindowstate-get-allcurves-takes-approximately-5000ms-to-load-animation-in-the-animation-window))
    
*   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))
    
*   Global Illumination: Crash while sculpting Terrain and Baking Lightmaps ([1266511](https://issuetracker.unity3d.com/issues/crash-while-sculpting-terrain))
    
*   Global Illumination: Reflection probes don't contain indirect scene lighting after the on-demand GI bake from the Lighting window ([1324246](https://issuetracker.unity3d.com/issues/reflection-probes-doesnt-contain-indirect-scene-lighting-after-the-on-demand-gi-bake-from-the-lighting-window))
    
*   Global Illumination: Reflection probes must be rebaked twice to update when using "Generate Lighting" button ([1334283](https://issuetracker.unity3d.com/issues/reflection-probes-must-be-rebaked-twice-to-update-when-using-generate-lighting-button))
    
*   HD RP: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes ([1329083](https://issuetracker.unity3d.com/issues/editor-crashes-on-gfxdeviced3d12base-drawbufferscommon-when-switching-between-scenes))
    
*   IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project ([1328966](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-using-a-combination-of-messages-syncvars-and-synclist-in-a-project))
    
*   IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu ([1313636](https://issuetracker.unity3d.com/issues/error-displaying-showmodalutility-window))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected ([1327408](https://issuetracker.unity3d.com/issues/performance-in-game-view-is-significantly-impacted-by-gfx-dot-waitforpresentongfxthread-when-a-second-monitor-is-connected))
    
*   Mobile: \[Android\] Build fails when there are 680 or more files in the Streaming Assets folder ([1272592](https://issuetracker.unity3d.com/issues/android-build-fails-when-there-are-680-or-more-files-in-the-streaming-assets-folder))
    
*   OpenGL: SRP Batcher not working with OpenGL APIs when the project is built ([1331098](https://issuetracker.unity3d.com/issues/srp-batcher-not-working-with-opengl-apis-when-the-project-is-built))
    
*   Packman: User can't easily configure location of both UPM and Asset Store package local cache ([1317232](https://issuetracker.unity3d.com/issues/user-cant-easily-configure-location-of-both-upm-and-asset-store-package-local-cache))
    
*   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))
    
*   Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set ([1332708](https://issuetracker.unity3d.com/issues/garbagecollectassets-is-triggered-frequently-when-higher-frame-counts-are-set))
    
*   Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block ([1324978](https://issuetracker.unity3d.com/issues/crash-on-buildprefabinstancecorrespondingobjectmap-when-overriding-nested-prefab-inside-assetdatabase-dot-startassetediting-block))
    
*   Scripting: Crashes on mono\_class\_init when entering Play Mode after recompiling scripts ([1262671](https://issuetracker.unity3d.com/issues/crashes-on-mono-class-init-when-entering-play-mode-after-recompiling-scripts))
    
*   Scripting: Increased Script Assembly reload time ([1323490](https://issuetracker.unity3d.com/issues/increased-reload-time))
    
*   Scripting: \[Android\]\[Mono\]\[IL2CPP\] "Unable to find libc" error thrown when executing certain SslStream constructor ([1022228](https://issuetracker.unity3d.com/issues/android-mono-il2cpp-unable-to-find-libc-error-thrown-when-executing-certain-sslstream-constructor))
    
*   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))
    
*   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))
    
*   Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds ([1317966](https://issuetracker.unity3d.com/issues/crash-on-treerenderer-willrendertrees-when-being-in-play-mode-for-several-seconds))
    
*   uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text ([1331297](https://issuetracker.unity3d.com/issues/rectmask2d-softness-property-has-no-effect-when-used-on-textmeshpro-text))
    

### 2020.3.11f1 Release Notes

#### Improvements

*   Audio: Allow a user to specify whether DSPGraph sample providers should loop from the beginning of a clip or from a chosen start point. ([1329351](https://issuetracker.unity3d.com/issues/dspgraph-audio-clip-does-not-loop-from-to-the-begining-when-starting-it-from-the-middle))
    
*   Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: `UPM_ENABLE_GIT_LFS_CACHE` or `UPM_GIT_LFS_CACHE_PATH`. The latter allows overriding the default cache location.
    
*   XR: Updated OpenXR Package to version 1.2.0. Please see package changelog for full details.
    

#### Fixes

*   2D: Fixed a crash when disabling Sprite Skin when multithreaded rendering was enabled. ([1296355](https://issuetracker.unity3d.com/issues/ios-player-crashes-during-animation-unitygfxdeviceworker-unityframeworkvoid-transformverticesinnerloop))
    
*   2D: Fixed an issue when SpriteShapeController had "Update Collider" set to true, would dirty the scene every time. (1315086)
    
*   2D: Fixed an issue with disabling 'Edit Spline' on Sprite Shape Controller while Cache Geometry was enabled threw an ArgumentException error. ([1320015](https://issuetracker.unity3d.com/issues/disabling-edit-spline-on-sprite-shape-controller-while-cache-geometry-is-enabled-throws-an-argumentexception-error))
    
*   Android: Fixed a crash on startup on Android 4.4 devices. ([1331290](https://issuetracker.unity3d.com/issues/app-stops-due-to-onpixelcopyfinishedlistener-not-being-supported-on-devices-with-lower-than-24-sdk))
    
*   Animation: Fixed an issue where values were defaulting to zero when disabling writeDefaultValue on a State and mixing. ([1303570](https://issuetracker.unity3d.com/issues/weight-of-all-rigs-reset-to-0-when-there-are-more-than-one-animation-layers))
    
*   Asset Pipeline: Fixed an issue where triggering an AssetDatabase.Refresh() during an Undo might cause deletions not to persist to disk. ([1321443](https://issuetracker.unity3d.com/issues/subassets-destroyed-by-the-undo-system-are-kept-if-the-editor-looses-focus-before-saving))
    
*   Audio: Fixed an issue where the default audio output when connecting a DSPGraph output job was not activated. ([1329062](https://issuetracker.unity3d.com/issues/dspgraph-audio-is-not-played-60-seconds-after-compilation-in-editor-mode))
    
*   Build System: Fixed an edge case where executing the build tools was generating an access denied error when attempting to run git/hr inside a Visual Studio command prompt.
    
*   Burst: Fixed a crash due to a member function debug information on tvOS.
    
*   Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox.
    
*   Editor: Fixed an issue with the alignment of certain buttons in some of the 2D colliders ([1281292](https://issuetracker.unity3d.com/issues/imgui-edit-collider-button-is-overlapping-with-the-material-property-for-all-2d-collider))
    
*   Graphics: Fixed an issue where mip streaming for static batched meshes and used of CombineMesh API. (1329555)
    
*   macOS: Fixed a crash when product name contains Unicode characters. ([1296208](https://issuetracker.unity3d.com/issues/macos-il2cpp-build-closes-on-launch-when-its-product-name-contains-certain-characters))
    
*   Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup. (1328669)
    
*   Package Manager: Fixed an issue where adding packages from a registry which returned invalid publish dates would fail. ([1318975](https://issuetracker.unity3d.com/issues/packages-cannot-be-added-from-a-registry-that-returns-invalid-publish-dates-windows-only))
    
*   Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved. ([1325920](https://issuetracker.unity3d.com/issues/package-resolution-error-when-using-a-git-dependency-referencing-an-annotated-tag-in-its-git-url))
    
*   Package Manager: Fixed an issue where the `UnityEditor.PackageManager.Client.SearchAll` method would result in a connection error despite using `offlineMode = true`. ([1319585](https://issuetracker.unity3d.com/issues/packagemanager-dot-client-dot-searchall-offlinemode-true-returns-an-error-if-user-offline))
    
*   Package Manager: Fixed an issue which could sometimes cause package resolution errors due to `EMFILE` errors in projects with a large number of packaged assets.
    
*   Package Manager: Fixed an issue which could sometimes lead to missing files in successfully resolved packages in projects with a large number of packaged assets.
    
*   Package Manager: Fixed an issue which prevented starting `UnityPackageManager.exe` on Windows when its path contained non-ANSI Unicode characters. ([1317244](https://issuetracker.unity3d.com/issues/editor-wont-start-with-unicode-install-path))
    
*   Particles: Fixed an issue where Inspector was giving incorrect information about configured SpriteAtlas assets. ([1318608](https://issuetracker.unity3d.com/issues/sprites-the-particle-system-does-not-support-v2-sprite-atlases))
    
*   Physics: Fixed a crash when attempting to access the Rigidbody from the result of a OnCollision callback, when the object it collided with was a ArticulationBody. The Collision.rigidbody member is now null in this case. ([1320314](https://issuetracker.unity3d.com/issues/oncollisionenter-with-articulation-body-crashes-when-calling-rigidbody-getvelocityatpoint))
    
*   Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject. ([1328023](https://issuetracker.unity3d.com/issues/editor-crashes-when-cloth-with-skinnedmeshrenderer-has-null-bone-references))
    
*   Scripting: Fixed an issue where double-clicking on console messages originating from paths outside the asset folder were not working correctly. ([1304954](https://issuetracker.unity3d.com/issues/script-file-that-references-package-script-is-opened-when-double-clicking-a-console-message-in-editor-that-comes-from-a-package))
    
*   Windows: Fixed an issue where docked tabs would keep focus when dragging from another window. ([1296690](https://issuetracker.unity3d.com/issues/editor-game-view-mouse-input-stop-working-after-game-window-has-been-moved-in-play-mode))
    
*   XR: Fixed an issue with screenspace shadows with XR multiview. ([1168315](https://issuetracker.unity3d.com/issues/oculus-gearvr-cascade-shadows-are-not-rendered-on-mobile-devices-when-built-on-oculus-vr-sdk))
    
*   XR: Fixed Vulkan validation errors on Oculus Quest and added support for "Fragment Density Map 2" Vulkan extension. (1332783)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.13+. (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 10.13+ 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 10.13+, Ubuntu 16.04+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 11.0 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