### Known Issues in 2020.3.19f1

*   Asset Bundles: Building process of the AssetBundles is slow when the file count is huge ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   Asset Importers: Editor crashes on UnityEditor.Unsupported:IsDestroyScriptableObject when applying changes to a custom asset ([1353925](https://issuetracker.unity3d.com/issues/editor-crashes-on-unityeditor-dot-unsupported-isdestroyscriptableobject-when-applying-changes-to-a-custom-asset))
    
*   Audio: Crash on AudioCustomFilter::GetOrCreateDSP when recompiling scripts while in Play Mode ([1354002](https://issuetracker.unity3d.com/issues/crash-on-audiocustomfilter-getorcreatedsp-when-recompiling-scripts-while-in-play-mode))
    
*   Global Illumination: Crash while sculpting Terrain and Baking Lightmaps ([1266511](https://issuetracker.unity3d.com/issues/crash-while-sculpting-terrain))
    
*   Global Illumination: \[Enlighten\] Fatal Error when closing the Editor while Generating Lighting ([1354238](https://issuetracker.unity3d.com/issues/fatal-error-when-closing-the-editor-while-generating-lighting))
    
*   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))
    
*   IL2CPP: \[Android\] \[IL2CPP\] Old build artifacts are used when ARMv7 and ARM64 build follows a ARM64 only build from different git branch ([1347245](https://issuetracker.unity3d.com/issues/android-il2cpp-old-build-artifacts-are-used-when-armv7-and-arm64-build-follows-a-arm64-only-build-from-different-git-branch))
    
*   Input: Input.GetKey does not trigger when the mouse cursor is outside the Game window ([1358134](https://issuetracker.unity3d.com/issues/input-dot-getkey-does-not-trigger-when-the-mouse-cursor-is-outside-the-game-window))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   MacOS: Port count never stops increasing in Standalone build on Mac Standalone ([1365570](https://issuetracker.unity3d.com/issues/port-count-never-stops-increasing-in-standalone-build-on-mac-standalone))
    
*   Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode ([1289744](https://issuetracker.unity3d.com/issues/crash-when-entering-play-mode-1))
    
*   Mono: Crash on mono\_thread\_get\_undeniable\_exception ([1308625](https://issuetracker.unity3d.com/issues/crash-on-mono-thread-get-undeniable-exception))
    
*   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))
    
*   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: Profiler.GetTotalAllocatedMemoryLong increases when Scene is loaded and unloaded ([1364643](https://issuetracker.unity3d.com/issues/profiler-dot-gettotalallocatedmemorylong-increases-when-scene-is-loaded-and-unloaded))
    
*   Quality of Life: Crash on GUIView::DoPaint when selecting color with a color picker ([1355078](https://issuetracker.unity3d.com/issues/crash-on-guiview-dopaint-when-selecting-color-with-a-color-picker))
    
*   Scene Management: Poor performance when loading or unloading a large Scene ([1360901](https://issuetracker.unity3d.com/issues/poor-performance-when-loading-or-unloading-a-large-scene))
    
*   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: Unity does not execute code weavers when the project is opened for the first time ([1350116](https://issuetracker.unity3d.com/issues/unity-does-not-execute-code-weavers-when-its-opened-for-the-first-time))
    
*   Templates: Crash when quickly duplicating prefab with Behaviour Brick attached and undoing duplicate in LEGO Microgame ([1362660](https://issuetracker.unity3d.com/issues/i-was-ctrl-plus-z-lego-microgame-blocks))
    
*   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))
    
*   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))
    
*   XR: \[Linux\] Scene View doesn't render when opening new AR or VR Template project or pressing "Show Tutorials" ([1362435](https://issuetracker.unity3d.com/issues/xr-linux-scene-view-doesnt-render-when-opening-new-ar-or-vr-template-project-or-pressing-show-tutorials))
    

### 2020.3.19f1 Release Notes

#### Improvements

*   GI: Reduced ringing when using Open Image denoiser.
    
*   Graphics: Reduced main thread hitching caused by Shader loading
    
*   Profiler: Released com.unity.performance.profile-analyzer@1.1.0 with a series of fixed and improvements. More details at https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.1/manual/whats-new.html
    

#### Changes

*   Package Manager: Change error and warning box to look like the info box.

#### Fixes

*   2D: Fixed a potential crash caused by race condition when loading SpriteRenderer from multiple threads. (1351843)
    
*   2D: \[Android\]\[SpriteAtlas\] Fixed an issue where TotalSpriteSurfaceArea did not get reserialized when switching build platforms. ([1273235](https://issuetracker.unity3d.com/issues/android-spriteatlas-totalspritesurfacearea-get-reserialized-when-switching-build-platforms))
    
*   Asset Bundles: Fixed Asset Bundle determinism. (1346263)
    
*   Asset Import: Fixed an issue where textures could not be extracted when the FBX file was located in a writeable package. ([1329339](https://issuetracker.unity3d.com/issues/textures-are-not-extracted-with-extract-textures-button-when-trying-to-extract-in-the-packages-folder))
    
*   Asset Pipeline: Fixed an issue where Calling ProduceArtifact rapidly produced multiple artifacts anymore ([1286878](https://issuetracker.unity3d.com/issues/calling-produceartifactsasync-continuously-can-end-up-producing-the-artifact-multiple-times-instead-of-just-once))
    
*   Audio: Fixed a crash when passing a null argument to AudioMixer.FindSnapshot. ([1341752](https://issuetracker.unity3d.com/issues/crash-on-audiomixer-custom-findsnapshot-when-passing-null-as-an-argument-to-findsnapshot))
    
*   Editor: Added support for duplicate component names to UnityEvent selection popup. ([1309997](https://issuetracker.unity3d.com/issues/unityevents-cant-differentiate-between-components-that-have-equal-names))
    
*   Editor: Fixed an ArgumentOutOfRange exception that was being thrown when attempting to multi-select AudioMixer groups. ([1339103](https://issuetracker.unity3d.com/issues/argumentoutofrange-exception-is-thrown-when-attempting-to-multi-select-audiomixer-groups))
    
*   Editor: Fixed an issue of not being able to delete array elements via keyboard 'Delete' key. ([1260899](https://issuetracker.unity3d.com/issues/an-array-elements-content-is-not-deleted-when-selecting-the-element-in-the-inspector-window-and-pressing-del-key))
    
*   Editor: Fixed an issue where keyboard shortcuts were not selecting expanded children of selected root objects when using arrow keys. ([1341265](https://issuetracker.unity3d.com/issues/multi-selected-objects-child-objects-dont-get-selected-in-the-hierarchy-when-using-keyboard-shortcuts))
    
*   Editor: Fixed issues when deselecting with the shift key held down. ([1340690](https://issuetracker.unity3d.com/issues/wrong-elements-are-selected-when-holding-shift-and-selecting-game-objects-in-the-scene-hierarchy))
    
*   Game Core: Fixed an issue where player settings VSyncCount was not being read on startup.
    
*   GI: Fixed an issue with reflection probes weight on flat objects. ([1233991](https://issuetracker.unity3d.com/issues/weights-sum-of-reflection-probes-affecting-the-gameobject-gets-over-one-when-one-of-a-reflection-probes-is-inside-another-one))
    
*   GI: Restore min bounces values to the value entered by the user once max bounces is increased. ([1320615](https://issuetracker.unity3d.com/issues/min-bounces-is-getting-clamped-to-the-first-digit-of-the-max-bounces-field-making-it-hard-to-set-proper-multi-bounce-lighting))
    
*   Graphics: Fixed bilinear rescale on 32k wide or high images such that the image no longer flips around. ([1340329](https://issuetracker.unity3d.com/issues/image-will-appear-flipped-when-using-the-bilinear-resize-algorithm))
    
*   Graphics: Fixed performance spikes in OSX while using an external monitor. Metal editor on OSX now uses CVDisplayLink to time frame presents. ([1327408](https://issuetracker.unity3d.com/issues/performance-in-game-view-is-significantly-impacted-by-gfx-dot-waitforpresentongfxthread-when-a-second-monitor-is-connected))
    
*   Graphics: Fixed shader code generation when using Texture2D/Texture2DArray Load with offset. ([1357095](https://issuetracker.unity3d.com/issues/android-shader-compiler-generates-ivec3-instead-of-ivec2-when-compiling-texture2d-dot-load))
    
*   iOS: Fixed an issue where Bluetooth keyboards did not handle input outside of text entry. ([1355543](https://issuetracker.unity3d.com/issues/ios-input-from-an-external-keyboard-is-not-handled-when-running-a-build))
    
*   iOS: Fixed an issue where Mute Other Audio Sources was not muting background audio on a device when toggled on when Unity audio was enabled. ([1335093](https://issuetracker.unity3d.com/issues/ios-mute-other-audio-sources-is-not-muting-background-audio-on-a-device-when-toggled-on))
    
*   iOS: Fixed an issue where presentation controller dismissal was resulting in black screen when allowed orientations were changed while showing it. ([1304313](https://issuetracker.unity3d.com/issues/ios-app-shows-a-black-screen-when-orientation-is-changed-during-uiviewcontroller-dismissal))
    
*   iOS: Fixed video freezing or app crashing when resuming the app from suspension or unlocking the device. ([1297877](https://issuetracker.unity3d.com/issues/ios-14-video-freezes-when-resuming-the-app-from-suspension-or-unlocking-the-device))
    
*   Linux: Fixed an issue where the Assets menu might be disabled after using the right-click context menu, or items in the context menu are unexpectedly disabled. ([1346205](https://issuetracker.unity3d.com/issues/menu-bar-assets-submenu-items-are-disabled-after-visualizing-ans-assets-context-menu-in-project-view))
    
*   Prefabs: Fixed a crash when apply GameObjects or Components to Prefab while the Asset Pipeline was paused. ([1324978](https://issuetracker.unity3d.com/issues/crash-on-buildprefabinstancecorrespondingobjectmap-when-overriding-nested-prefab-inside-assetdatabase-dot-startassetediting-block))
    
*   Prefabs: Fixed an issue where unpacked prefabs added under a prefab instance were removed when undoing any change made to outermost root. ([1339775](https://issuetracker.unity3d.com/issues/unpacked-prefabs-added-to-a-prefab-variant-in-prefab-mode-are-removed-when-undoing-any-change-made-to-main-prefab))
    
*   Profiler: Add error message when trying to load old profiler data format and direct users to load the data in unity 2018.4 ([1341972](https://issuetracker.unity3d.com/issues/profiler-loading-data-from-file-2018-dot-3-or-2018-dot-4-does-not-produce-correct-results))
    
*   Profiler: Fixed an issue with System.Thread threads tracked and visualization in the Timeline view of Profiler Window. ([1339407](https://issuetracker.unity3d.com/issues/poor-profiler-performance-when-navigating-the-timeline-view-and-reviewing-data-with-many-threads))
    
*   Profiler: Fixed CPU Usage Profiler Chart not showing Vsync as the category when we are waiting in WaitForTargetFPS->TimeUpdate.WaitForLastPresentationAndUpdateTime for PS4, PS5, D3D11 and D3D12. (1335370)
    
*   Scene/Game View: Fixed an issue where Hierarchy did not allow dragging and dropping references to be placed between root objects marked as not editable. ([1337512](https://issuetracker.unity3d.com/issues/gameobjects-cannot-be-placed-between-objects-with-the-noteditable-flag-when-reordering-objects-in-the-hierarchy))
    
*   Scripting: Fixed a performance regression when activating/deactivating panels in a canvas. ([1348763](https://issuetracker.unity3d.com/issues/performance-degradation-when-activating-or-deactivating-ugui-gameobject))
    
*   Scripting: Fixed a player crash because data was not generated for in the build.  
    The generation failed because of path having single quote, and we did not handle that well. ([1327870](https://issuetracker.unity3d.com/issues/player-crashes-when-build-succeeds-despite-logging-an-error))
    
*   Scripting: Fixed file parameter with spaces not showing up properly in some cases where there is a compilation error ([1318667](https://issuetracker.unity3d.com/issues/file-parameter-has-incorrect-value-in-compilermessage-when-the-path-has-spaces))
    
*   Serialization: Fixed an issue where creating a new Project threw an Error "Broken text PPtr in file(Library/Unused/939d4274b8584ac49a1519c8e43d0673)". (1354358)
    
*   Shaders: Fixed an issue where Enabling "Optimize mesh data" in player settings will no longer makes the build process significantly slower. ([1349093](https://issuetracker.unity3d.com/issues/building-time-increases-when-optimize-mesh-data-is-enabled))
    
*   Shaders: Fixed an issue where the Editor was nearly unusable when compiling heavy compute shaders in the background. ([1348455](https://issuetracker.unity3d.com/issues/unity-shader-compiler-task-process-have-high-cpu-usage-when-installing-hdrp-package))
    
*   Shaders: Fixed an issue where the UI sliders only allowed end values for ranges with the left value being greater than the right value. ([1351151](https://issuetracker.unity3d.com/issues/range-shader-property-slider-malfunctioning-when-value-goes-from-high-to-low))
    
*   Universal Windows Platform: Fixed an issue where Alt + Enter did not entering/leaving fullscreen mode. ([1304865](https://issuetracker.unity3d.com/issues/player-window-can-not-be-maximised-after-being-taken-out-of-fullscreen-with-alt-plus-enter))
    
*   Universal Windows Platform: Fixed race-condition when using TouchScreenKeyboard's "text" or "selection" properties immediately after calling Open. ([1345877](https://issuetracker.unity3d.com/issues/hololens-2-set-selection-throws-argumentoutofrangeexception))
    
*   Universal Windows Platform: Fixed TouchScreenKeyboard on HoloLens2 closing a few seconds after focusing a TextMeshPro input field ([1360514](https://issuetracker.unity3d.com/issues/uwp-hololens-touchscreenkeyboard-closes-4-seconds-after-focusing-a-input-field))
    

#### 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