### Known Issues in 2020.3.13f1

*   AI: Crash with ComputeTileMeshJob when generating Navmesh ([1329346](https://issuetracker.unity3d.com/issues/crash-with-computetilemeshjob-when-generating-navmesh))
    
*   Asset Import Pipeline: Editor crashes while exiting play mode ([1328667](https://issuetracker.unity3d.com/issues/editor-crashes-while-exiting-play-mode))
    
*   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))
    
*   Asset Importers: \[MacOS\] Second Unity instance in Activity Monitor is "not responding” after importing ([1331736](https://issuetracker.unity3d.com/issues/macos-second-unity-instance-in-activity-monitor-is-not-responding-after-importing))
    
*   Audio: Crash on AudioMixer\_CUSTOM\_FindSnapshot when passing null as an argument to FindSnapshot() ([1341752](https://issuetracker.unity3d.com/issues/crash-on-audiomixer-custom-findsnapshot-when-passing-null-as-an-argument-to-findsnapshot))
    
*   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))
    
*   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))
    
*   Linux: Editor crashes at 'GfxFramebufferGLES::SetBackBufferColorDepthSurface' or freezes when creating a new shortcut profile ([1334874](https://issuetracker.unity3d.com/issues/editor-crashes-at-gfxframebuffergles-setbackbuffercolordepthsurface-or-freezes-when-creating-a-new-shortcut-profile))
    
*   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 Graphics: \[iOS\] Player crashing when connecting external Display via USB-C port ([1321153](https://issuetracker.unity3d.com/issues/ios-player-crashing-when-connecting-external-display-via-usb-c-port))
    
*   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))
    
*   Profiling: Poor profiler performance when navigating the timeline view and reviewing data with many threads ([1339407](https://issuetracker.unity3d.com/issues/poor-profiler-performance-when-navigating-the-timeline-view-and-reviewing-data-with-many-threads))
    
*   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))
    
*   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))
    
*   Video: Video player fails to start playing and null handle errors are thrown when running Unity Editor/Build with specific hardware ([1237818](https://issuetracker.unity3d.com/issues/video-player-fails-to-start-playing-and-null-handle-errors-are-thrown-when-running-unity-editor-slash-build-with-specific-hardware))
    
*   WebGL: \[iOS\] Video is not playing ([1288692](https://issuetracker.unity3d.com/issues/webgl-ios-video-is-not-playing-on-ios))
    
*   Windows: Editor crashes when exiting and keeping a tutorial project ([1338299](https://issuetracker.unity3d.com/issues/editor-crashes-when-exiting-and-keeping-a-new-micrograme-project))
    

### 2020.3.13f1 Release Notes

#### Improvements

*   Asset Import: Improved mobile ASTC texture compression performance (about 3.5 times faster now).
    
*   Editor: Opening scenes with ASTC compressed textures (e.g. while in mobile platform) is faster now; the ASTC decompression is about 7 times faster than before.
    
*   iOS: Ignore plugins with wrong CPU type when creating xcode project, e.g. when building for run on device, libraries having CPU type "x64" (i.e. simulator libraries) will be ignored
    
*   Scripting: Update com.unity.ide.visualstudio to version '2.0.9'.
    
*   Shaders: Improved logging when compiling shader variants. ([1338590](https://issuetracker.unity3d.com/issues/misleading-shader-compilation-logging-message))
    

#### Changes

*   Package: Update Purchasing package to 3.2.2 version. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/changelog/CHANGELOG.html

#### Fixes

*   AI: Fixed crash when selecting the Navigation Window in the Editor. (1330235)
    
*   AI: Fixed NavMeshObstacle inspector when viewed in non-wide mode. ([1330842](https://issuetracker.unity3d.com/issues/labels-overlap-in-navmeshobstacle-inspector-when-shape-is-set-to-box-and-inspectors-width-is-small))
    
*   Android: Fixed issue where a too large no compress settings list would break apk build procedure. ([1272592](https://issuetracker.unity3d.com/issues/android-build-fails-when-there-are-680-or-more-files-in-the-streaming-assets-folder))
    
*   Asset Pipeline: Fixed an issue that could cause assets with dependencies to be imported out-of-order. (1331373)
    
*   Documentation: Fixed html issue in TestRunnerApi API code snippet.  
    Fixed a typo issue in PreBuildSetup code example.  
    Fixed incorrect syntax in command line reference.
    
*   Editor: ASTC texture compression should be platform and hardware invariant now (i.e. produce exactly the same results between AMD and Intel CPUs for example, which was not always the case before). ([1307140](https://issuetracker.unity3d.com/issues/asset-bundles-assets-have-different-crcs-when-built-on-diferent-editor-versions-or-operating-systems))
    
*   Editor: Fixed a regression in error message when MonoBehaviour class name don't match the file name. (1328619)
    
*   Editor: Fixed an issue where the Editor Script extending GameView function like Device Package in Non-English(e.g. Japanese) raised exceptions every frame. ([1275960](https://issuetracker.unity3d.com/issues/gameview-stop-working-with-devicesimulator-installed-when-editor-is-in-different-language-japanese))
    
*   Editor: Fixed repaint issues for modal editor windows upon opening them from the project window context menu. ([1313636](https://issuetracker.unity3d.com/issues/error-displaying-showmodalutility-window))
    
*   Editor: Fixed repaint issues for non-modal windows while a modal window was up. ([1323381](https://issuetracker.unity3d.com/issues/parts-of-a-parent-editor-window-become-black-when-launching-a-child-editor-window-from-it))
    
*   GI: Fixed the available memory tracker when using multiple nvidia GPUs and the GPU Lightmapper. ([1313094](https://issuetracker.unity3d.com/issues/bakecontextmanager-refreshgpumemorystatus-return-wrong-values-when-baking-lightmaps-on-any-nvidia-gpu-other-than-primary-gpu))
    
*   Graphics: Fixed a batching for instancing issue when all objects were lit by the same (<8) lights. ([1313977](https://issuetracker.unity3d.com/issues/xr-quest-urp-increasing-the-amount-of-real-time-lights-breaks-gpu-instancing))
    
*   Graphics: Fixed an issue that caused MSAA to not work correctly in URP on Oculus Quest. ([1327973](https://issuetracker.unity3d.com/issues/xr-urp-quest-msaa-doesnt-get-applied-when-using-opaque-textures))
    
*   Graphics: Fixed an issue where Mesh.SetSubMeshes with NativeArray would ignore MeshUpdateFlags argument. ([1330299](https://issuetracker.unity3d.com/issues/cant-recalculate-bounds-dot-dot-dot-warnings-on-mesh-dot-setsubmeshes-using-nativearray-with-dontrecalculatebounds-flag))
    
*   Graphics: Fixed an issue where setting a camera's target texture to null would sometimes increased camera stack size and reduce performance. ([1299403](https://issuetracker.unity3d.com/issues/setting-camera-dot-targettexture-equals-null-increases-camerastack-stackcount))
    
*   Graphics: Fixed an issue where there LOD Group preview rendering with a pink material if an SRP was active. ([1283011](https://issuetracker.unity3d.com/issues/urp-lodgroup-preview-on-inspector-is-pink))
    
*   Package Manager: Fixed an issue where an absolute path was used in the manifest instead of relative path for local packages. ([1327815](https://issuetracker.unity3d.com/issues/absolute-paths-are-being-set-for-external-packages-added-via-tarball))
    
*   Scripting: "Stop Playing and Recompile" mode (Editor Preferences -> Script Changes while Playing) now waits for playmode to be fully disabled before compiling scripts. ([1326820](https://issuetracker.unity3d.com/issues/stop-playing-and-recompile-option-causing-errors-and-recompiling-at-the-wrong-time))
    
*   Scripting: Fixed an issue when using GetComponents with list caused a memory leak. ([1318407](https://issuetracker.unity3d.com/issues/memory-leak-when-calling-getcomponents-list-with-a-static-list))
    
*   Scripting: Fixed an issue where the script was not opened when double clicking an error thrown from it inside the Console window. ([1200408](https://issuetracker.unity3d.com/issues/the-script-is-not-opened-when-double-clicking-an-error-thrown-from-it-inside-the-console-window))
    
*   Shaders: Fixed an incorrect struct reflection on GL and GLES backends when multiple nested structs were used. (1322153)
    
*   UI: Canvas size will adjust based on selected display and rendermode instead of selected game view. ([991291](https://issuetracker.unity3d.com/issues/canvas-size-depends-on-the-latest-active-game-view-aspect-ratio-for-all-game-views))
    
*   UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set. ([1325324](https://issuetracker.unity3d.com/issues/viewport-rect-affects-ui-canvas-gameobjects-positions-when-canvas-render-mode-is-set-to-screen-space-camera))
    
*   XR: Check the value of maxMultiviewViewCount in VkPhysicalDeviceMultiviewProperties for better detection of Vulkan multiview support. (1308540)
    
*   XR: Fixed an issue for single-pass instancing with MSAA and postprocessing rendered a grey image with built-in renderer. (1280458)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 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 18.04+
    *   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