### Known Issues in 2020.3.14f1

*   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 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: \[LightProbes\] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled ([1052045](https://issuetracker.unity3d.com/issues/light-probes-lose-their-lighting-data-after-entering-play-mode-when-baked-and-realtime-gi-are-enabled))
    
*   Graphics Device Backends: CommandBuffer native plugin events hang in the Editor ([1308216](https://issuetracker.unity3d.com/issues/commandbuffer-native-plugin-events-hang-in-the-editor))
    
*   IMGUI: Editor's Toolbar is sometimes replaced by a white bar when opening any Scene ([1341951](https://issuetracker.unity3d.com/issues/white-screen-replaces-the-play-scale-position-bars-editor-cannot-play))
    
*   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))
    
*   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))
    

### 2020.3.14f1 Release Notes

#### Features

*   Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically.
    
*   Mobile: Boost mode - Boost CPU and GPU for short periods of time.
    
*   Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device.
    
*   Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform.
    
*   Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles.
    
*   Stadia: Added support for Orbit Profiler
    

#### Improvements

*   2D: Potentially improves performance when importing large number of textures.
    
*   Physics: Added units of measurement to the Articulation Body properties in the scripting documentation
    
*   XR: Update OpenXR Package to 1.2.2
    

#### Changes

*   2D: Fixed an issue where Edge collider 2D and polygon collider 2D create different collision shapes during playmode for SpriteShape. (1321978)
    
*   2D: Fixed case where SpriteShape generates Edge Colliders with deformed corners. ([1293760](https://issuetracker.unity3d.com/issues/sprite-shape-generates-edge-colliders-with-deformed-corners))
    
*   2D: Fixed case where vertex data allocation may not be enough and overflows for SpriteShape ([1319096](https://issuetracker.unity3d.com/issues/2d-spriteshape-at-certain-cases-vertex-data-allocation-may-not-be-enough-and-overflows))
    
*   2D: PSDImporter packge now requires minimum version of Unity 2020.3.9f1
    

#### Fixes

*   2D: Fixed existing Tile data in Tilemap not clearing when refreshing Tilemap due to editor validation. ([1272540](https://issuetracker.unity3d.com/issues/crash-without-a-stacktrace-when-moving-tilemap-brush-in-the-scene-window))
    
*   2D: Fixed PSDImporter reimports when switching platform. ([1327701](https://issuetracker.unity3d.com/issues/2d-psd-importer-always-reimports-psb-files-when-switching-build-platforms))
    
*   2D: Fixed SpriteResolver generates garbage every few frames when playing an animation ([1337463](https://issuetracker.unity3d.com/issues/2d-spriteresolver-generates-garbage-every-few-frames-when-playing-an-animation))
    
*   2D: Fixed Unable to remove Empty Category in Sprite Editor after changing Sprite Layer name with external image editor. ([1328475](https://issuetracker.unity3d.com/issues/unable-to-remove-empty-category-in-sprite-editor-after-changing-sprite-layer-name-with-external-image-editor))
    
*   2D: Fixed vertices winding order for square polygonal Sprite generation. ([1289069](https://issuetracker.unity3d.com/issues/the-square-sprite-is-facing-the-opposite-direction-when-a-standard-material-is-applied-to-it))
    
*   AI: Fixed OffMeshLink and NavMeshLink sometimes not automatically reconnecting after navigation mesh carving. (1287238)
    
*   Android: Fixed compositor error log when using linear rendering on some MediaTek/PowerVR SoCs. ([1330183](https://issuetracker.unity3d.com/issues/android-device-logs-color-format-for-dp-is-invalid-when-deploying-with-linear-color-space))
    
*   Android: Fixed issue where Unity editor does not update gradle.properties file if export destination folder already contains this file. (1308437)
    
*   Android: Fixed label for Proguard template. ([1316757](https://issuetracker.unity3d.com/issues/custom-progruard-file-name-in-the-project-settings-does-not-match-with-the-created-file-in-project-windows))
    
*   Animation: Fixed a regression caused when overriding and animator controller. ([1271499](https://issuetracker.unity3d.com/issues/animator-state-is-lost-when-animatoroverridecontroller-is-set))
    
*   Animation: Fixed an issue where Animations played in Timeline with offsets would play incorrectly in some Avatar/Humanoid setups. ([1295759](https://issuetracker.unity3d.com/issues/gameobject-position-changes-during-transitions-in-timeline-preview))
    
*   Animation: Fixed performance regression when updating curves in Animation Window. ([1320250](https://issuetracker.unity3d.com/issues/perfomance-regression-animationwindowstate-get-allcurves-takes-approximately-5000ms-to-load-animation-in-the-animation-window))
    
*   Asset Pipeline: Fixed issue where "GetRequiredComponents result must be in cache, if requested from non-main thread." assert got raised, when downloading asset from cache server. (1338565)
    
*   Audio: Fixed adding mixer groups or snapshots would trigger a "generated inconsistent result" asset import warning in the console. ([1319518](https://issuetracker.unity3d.com/issues/audio-inconsistent-result-for-asset-warning-appears-on-adding-creating-new-groups-or-snapshots))
    
*   Audio: Implemented missing reset functionality for AudioGroups. ([1256250](https://issuetracker.unity3d.com/issues/audio-reset-does-not-work-for-any-effect-added-in-audio-mixer))
    
*   Core: Fixed a bug that caused incremental garbage collection to sometimes fail to use all of the available spare time before vsync. (1329186)
    
*   Editor: Fixed ArgumentOutOfRangeException in TreeView when collapsing rows in quick succession. ([1315468](https://issuetracker.unity3d.com/issues/profiler-argumentoutofrangeexception-gets-thrown-in-the-console-when-folding-a-large-amount-of-entries))
    
*   Editor: Fixed empty reason on passed tests results xml (DSTR-63).
    
*   Editor: Fixed issue when `.` suffix was applied to BuildTargets without extension.
    
*   Editor: Fixed Repeat and Retry attribute for UnityTest in PlayMode (DSTR-237).
    
*   Editor: Improved Inspector Preview performance for complex prefabs. ([1295887](https://issuetracker.unity3d.com/issues/gameobject-slash-prefab-inspector-preview-is-slow-for-complex-hierarchies))
    
*   Editor: Will no longer show the static batching with instancing shaders warning when static batching is disabled for the current build platform. ([1332277](https://issuetracker.unity3d.com/issues/this-renderer-uses-static-batching-and-instanced-shaders-warning-is-thrown-even-when-static-batching-is-disabled))
    
*   GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad. ([1094243](https://issuetracker.unity3d.com/issues/unity-freezes-on-lightmapeditorsettings-haszeroareamesh-renderer-when-selecting-certain-game-objects-in-the-scene-view))
    
*   GI: Fixed an issue where reflection probes must be rebaked twice to update when using the "Generate Lighting" button in the lighting tab. ([1334283](https://issuetracker.unity3d.com/issues/reflection-probes-must-be-rebaked-twice-to-update-when-using-generate-lighting-button))
    
*   GI: Fixed black baked reflection probes when using non-progressive baking. ([1324246](https://issuetracker.unity3d.com/issues/reflection-probes-doesnt-contain-indirect-scene-lighting-after-the-on-demand-gi-bake-from-the-lighting-window))
    
*   GI: Fixed lighting data being lost when enter play mode with scene reloading disabled. ([1184204](https://issuetracker.unity3d.com/issues/hdrp-lighting-is-not-applied-correctly-after-using-progressive-lightmapper-when-scene-reload-is-disabled-in-project-settings))
    
*   Graphics: Fixed a crash when importing large projects on DX12. ([1265099](https://issuetracker.unity3d.com/issues/crash-on-tiledtexturemanager-createtexture-when-importing-or-reimporting-a-large-amount-of-assets-in-one-batch))
    
*   Graphics: Fixed camera velocity property for SRPs. ([1302527](https://issuetracker.unity3d.com/issues/urp-particles-are-not-stretched-according-relative-to-camera-when-particle-system-render-mode-is-set-to-stretched-billboard))
    
*   Graphics: Fixed loading Renderdoc causing textures to disappear in the texture inspector. (1296238)
    
*   Graphics: Fixed terrain crashing when SRP package is deleted from project. ([1321411](https://issuetracker.unity3d.com/issues/crash-on-terrain-updatesplatmaterials-when-removing-universal-rp-package-with-terrain-lit-material))
    
*   Graphics: Get default terrain material for the active pipeline when opening a scene with terrain in it. ([1332937](https://issuetracker.unity3d.com/issues/terrain-shader-is-not-saved-when-restarting-the-editor-after-upgrading-materials-to-srp))
    
*   IL2CPP: Fixed rare compilation error on usage of IsInst on a value type. ([1328551](https://issuetracker.unity3d.com/issues/il2cpp-project-with-specific-dlls-build-fails-due-to-errors-in-il2cpp-generated-code))
    
*   iOS: Fixed crash when closing app while still loading ODR. ([1289143](https://issuetracker.unity3d.com/issues/ios-crash-when-closing-the-app-while-loading-data-from-odr))
    
*   Networking: Fixed il2cpp stripping potentially making ReceiveContentLength not called on custom download handler. (1282106)
    
*   Package Manager: Fixed 401 Response code when user tries to download a paid asset store package in My Assets.  
    Check ToS agreement before download and redirect user to Asset Store web page in order to read and accept terms. ([1335976](https://issuetracker.unity3d.com/issues/package-manager-slash-my-assets-401-response-code-trying-to-download-a-paid-asset-store-package))
    
*   Particles: Fixed nto correctly support 16-bit vertex attributes in CPU mesh particle rendering. ([1340944](https://issuetracker.unity3d.com/issues/particle-system-renderer-mesh-artefacts-when-position-slash-normal-attributes-are-set-to-float16))
    
*   Physics: Fixed a single issue where it's impossible to edit either an EdgeCollider2D or PolygonCollider2D when the Transform Scale Z is zero. ([1339608](https://issuetracker.unity3d.com/issues/2d-collider-cant-be-edited-when-it-is-inside-the-nested-gameobject))
    
*   Physics: Improve the stability of the HingeJoint2D angular lower/upper limits when using higher motor/external forces. ([1339471](https://issuetracker.unity3d.com/issues/hingjoint2d-overextends-angle-limits-when-motor-speed-values-are-high))
    
*   Scripting: Fix .Net Ping.Send() throwing NotSupportedException. ([1329962](https://issuetracker.unity3d.com/issues/dot-net-ping-dot-send-throws-notsupportedexception))
    
*   Scripting: Fixed 'ArgumentException: method arguments are incompatible' exception when trying to invoke UnityEvent on non existent object. ([1324289](https://issuetracker.unity3d.com/issues/argumentexception-method-arguments-are-incompatible-error-is-not-pointing-to-the-object-which-is-generating-the-error))
    
*   Scripting: Fixed change of Asmdef from Editor Only to also Runtime Compatible would not update Scripts associated, so you can't drag and drop without a reimport. (1323079)
    
*   Scripting: Fixed crash when generic type derives from abstract MonoBehaviour. ([1333819](https://issuetracker.unity3d.com/issues/editor-crashes-on-mono-log-write-logfile-when-opening-a-project))
    
*   Scripting: Fixed editor crash when a script has a never ending recursion. ([1339503](https://issuetracker.unity3d.com/issues/editor-crashes-on-mono-log-write-logfile-when-a-script-has-a-never-ending-recursion))
    
*   Scripting: Fixed managed code stripping issue due to reflection in com.unity.vectorgraphics. ([1327800](https://issuetracker.unity3d.com/issues/il2cpp-vector-graphics-buildsprite-fails-when-using-il2cpp-backend))
    
*   Scripting: Fixes Time.unscaledDeltaTime from returning negative values when OnDemandRendering is used. (1329148)
    
*   Scripting: When environment variable UNITY\_DIAG\_ENABLE\_DOMAIN\_RELOAD\_TIMINGS is set, write detailed timings on everything happening within domain reloads to the editor logs. (1328820)
    
*   Shaders: Fixed SRP batcher not working on OpenGL and OpenGL ES backends. ([1331098](https://issuetracker.unity3d.com/issues/srp-batcher-not-working-with-opengl-apis-when-the-project-is-built))
    
*   UI Elements: Fixed drawing behavior when multiple inspectors are opened and multiple objects are selected.
    
*   UI Toolkit: A visual element can use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException. ([1337074](https://issuetracker.unity3d.com/issues/stylevalues-throws-nullreferenceexception-when-created-using-default-constructor))
    
*   UI Toolkit: Fixed disabled state not showing properly after hierarchical changes were applied. ([1321042](https://issuetracker.unity3d.com/issues/visual-element-enabling-and-disabling-causes-disabled-element-to-not-be-greyed-out))
    
*   UI Toolkit: Fixed issue with inspector fields failing to get focused when clicked depending on neighboring fields. ([1335344](https://issuetracker.unity3d.com/issues/serialized-attribute-cannot-be-focused-and-written-in-when-it-goes-after-textarea-field))
    
*   VFX Graph: Fixed possible crash with sorting on particle system without kill. ([1333851](https://issuetracker.unity3d.com/issues/unity-editor-crashes-when-opening-a-scene-with-specific-visual-effects-componenets))
    
*   VFX Graph: Fixed unexpected missing binding of deadElementCount dispatching sort. ([1311837](https://issuetracker.unity3d.com/issues/dx12-compute-shader-sort-property-deadelementcount-at-kernel-index-0-when-building-player-with-vfx-multi-mesh))
    
*   Video: Calling VideoPlayer.Prepare and VideoPlayer.StepForward produces a frame on a Render Texture. ([1318270](https://issuetracker.unity3d.com/issues/calling-videoplayer-dot-prepare-and-videoplayer-dot-stepforward-produces-a-frame-on-a-render-texture))
    
*   Video: Fixed audio delay when pausing VideoPlayer. ([1316817](https://issuetracker.unity3d.com/issues/android-audio-is-only-stopped-after-a-delay-when-videoplayer-dot-pause-is-called))
    
*   Video: Fixed audio is desynchronized when playing via AudioSource. ([1304061](https://issuetracker.unity3d.com/issues/android-video-players-audio-is-delayed-when-audio-output-mode-is-set-to-audio-source))
    
*   Video: Fixed audio plays during VideoPlayer.Prepare. ([1316819](https://issuetracker.unity3d.com/issues/android-a-few-frames-of-audio-is-played-when-videoplayer-dot-prepare-is-called-with-audio-output-mode-set-to-audio-source))
    
*   WebGL: Add frame timing stats setting to WebGL player settings and add a warning for WebGL 1 in 2020.3. (1297871)
    
*   WebGL: Added warning to High Quality Lightmap Encoding setting in WebGL Player Settings. (1290512)
    
*   WebGL: Fixed use after free of m\_Context in GfxDeviceGLES destructor. ([1204734](https://issuetracker.unity3d.com/issues/urp-webgl-memory-access-out-of-bounds-exceptions-are-thrown-when-calling-quit-function-on-webgl-build-through-webpage))
    
*   XR: Fixed an issue where custom XR packages would not get registered when running the Unity Editor using the -batchmode argument. ([1334517](https://issuetracker.unity3d.com/issues/xr-sdk-openvr-xr-plug-in-provider-is-not-enabled-when-project-is-ran-in-batch-mode))
    

#### 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