### Known Issues in 2020.3.21f1

*   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))
    
*   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))
    
*   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))
    
*   Mono: Crash on "(KERNELBASE) RaiseException" when reloading Mono assemblies for play mode ([1289744](https://issuetracker.unity3d.com/issues/crash-when-entering-play-mode-1))
    
*   Profiling: Profiler's timeline view loses context frames when frames go out of Frame Count bounds ([1367470](https://issuetracker.unity3d.com/issues/timeline-view-looses-context-frames-when-frames-go-out-of-frame-count-bounds))
    
*   Scene Management: Instantiated FBX through code throws error after leaving Play Mode ([1363573](https://issuetracker.unity3d.com/issues/instantiated-fbx-through-code-throws-error-after-leaving-play-mode))
    
*   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))
    
*   Shader System: Shaders are ignored when executing Build Asset Bundles method from console with -nographics argument ([1369645](https://issuetracker.unity3d.com/issues/shaders-are-ignored-when-executing-build-asset-bundles-method-from-console-with-nographics-argument))
    
*   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))
    
*   uGUI: Poor performance when loading or unloading a large Scene ([1360901](https://issuetracker.unity3d.com/issues/poor-performance-when-loading-or-unloading-a-large-scene))
    
*   Video: Crash on WindowsVideoMedia::StepAllStreams when reimporting a .m4v file ([1340340](https://issuetracker.unity3d.com/issues/crash-on-windowsvideomedia-stepallstreams-when-reimporting-a-m4v-file))
    
*   Window Management: Broken layout stops panels located in the top left corner of the Editor from rendering in the Karting Microgame project ([1367783](https://issuetracker.unity3d.com/issues/broken-layout-stops-panels-located-in-the-top-left-corner-of-the-editor-from-rendering-in-the-karting-microgame-project))
    
*   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))
    

### 2020.3.21f1 Release Notes

#### Features

*   Version Control: Added light and dark mode versions of avatar icon.
    
*   Version Control: Added notification status icons.
    
*   Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed.
    

#### Improvements

*   Graphics: Warnings for non-native compressed formats with decompressor support are now muted in the editor. (1329157)
    
*   Mono: Avoid padding classes/structs with an explicit size.
    
*   Package: com.unity.purchasing updated to 4.0.3. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.0/changelog/CHANGELOG.html
    
*   Package: Update Addressables to 1.18.16. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/changelog/CHANGELOG.html.
    
*   Package: Update ScriptableBuildPipeline to 1.19.2. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/changelog/CHANGELOG.html.
    
*   Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate.".
    

#### Changes

*   Version Control: Improved usage analytics around Editor and Plugin version.
    
*   Version Control: Workspace Migration Adjustments.
    

#### Fixes

*   2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profiling. (1364910)
    
*   2D: Fixed an issue where colliders do not extend to the end of the sprite texture when Sprite Borders are enabled. ([1348701](https://issuetracker.unity3d.com/issues/platforms-colliders-do-not-extend-to-the-end-of-the-sprite-texture))
    
*   2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception. ([1351543](https://issuetracker.unity3d.com/issues/2d-animation-indexoutofrangeexception-error-is-thrown-when-pasting-bone-data))
    
*   2D: Fixed an issue where Edge and Polygon colliders had missing edges on certain open-ended shapes. (1362440)
    
*   2D: Fixed an issue where enabling Fill Tessellation and setting profile's fill offset to positive caused errors. (1363215)
    
*   2D: Fixed an issue where IK Solvers would not be updated when previewing an animation clip. ([1354389](https://issuetracker.unity3d.com/issues/skeleton-animation-with-iks-applied-does-not-return-to-its-original-state-after-disabling-preview-in-animation-view))
    
*   2D: Fixed an issue where Sprite outline in the Skinning Editor was not rendered based on Sprite's geometry. (1335586)
    
*   2D: Fixed render texture size error in the Skinning Editor. (1357552)
    
*   2D: Improved the steps on how to install the optional performance boost, in the documentation.
    
*   Android: Fixed an issue where AMD drivers on Chrome OS have a faulty EGL\_KHR\_gl\_colorspace implementation, sRGB will be disabled in that case. (1359181)
    
*   Android: Fixed an issue where Resource.Load woult not works when running universal.apk created from AAB which were built with Split Application Binary option enabled. Note: In universal.apk, Bundletool includes only install-time delivered asset packs, so resource loading can still fail if Unity creates fast-follow delivered core data asset pack. (1363907)
    
*   Android: When Input.compensateSensors is set to true, give 45 degree slack for overtilt before changing compass heading. ([1186040](https://issuetracker.unity3d.com/issues/android-input-dot-compensatesensors-equals-true-does-not-work-in-android-portrait-view-when-tilting-phone-up))
    
*   Animation: Fixed an issue where an assert was triggered upon rebuilding an animation legacy component ([1330001](https://issuetracker.unity3d.com/issues/assertion-failed-on-expression-m-curves-when-playing-animation-after-reenabling-object))
    
*   Asset Import: Fixed Reset not working for the 'Bake Axis conversion' setting in ModelImporter. ([1228920](https://issuetracker.unity3d.com/issues/modelimport-reset-functionality-is-not-working-for-bake-axis-conversion-in-import-settings))
    
*   Asset Pipeline: Fixed an issue where the Editor could crash while entering play mode with an AssetImporter displayed in the Inspector window. ([1353925](https://issuetracker.unity3d.com/issues/editor-crashes-on-unityeditor-dot-unsupported-isdestroyscriptableobject-when-applying-changes-to-a-custom-asset))
    
*   Asset Pipeline: Fixed out-of-sync collection bug when multiple inspectors were opened (1353678)
    
*   Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed. ([1285638](https://issuetracker.unity3d.com/issues/audio-mixer-unable-to-expose-other-send-level-parameters-when-one-is-already-exposed))
    
*   Audio: Fixed audio source filters resetting on unrelated parameter changes such as audio source volume or pitch and not responding to component reordering. (1361636)
    
*   Audio: Increased stack size of audio streaming and async threads to avoid overflows when using managed read callbacks. ([1352803](https://issuetracker.unity3d.com/issues/stack-overflow-exceptions-is-thrown-when-using-system-dot-io-dot-monoio-dot-seek-and-assetbundle-dot-loadfromstreamasync))
    
*   Documentation: Fixed incorrect measurement units for ArticulationDrive.forceLimit. (1369825)
    
*   Editor: Fixed a crash while picking a color. ([1355078](https://issuetracker.unity3d.com/issues/crash-on-guiview-dopaint-when-selecting-color-with-a-color-picker))
    
*   Editor: Fixed a disappearing ReorderableList elements isseu when reordering. ([1353883](https://issuetracker.unity3d.com/issues/elements-of-large-2d-slash-3d-arrays-disappear-when-reordering))
    
*   Editor: Fixed a null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout). ([1295445](https://issuetracker.unity3d.com/issues/nullreferenceexception-is-thrown-in-the-console-when-trying-to-change-the-aspect-ratio-in-the-game-window))
    
*   Editor: Fixed an issue where Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when using two Inspector windows. ([1330120](https://issuetracker.unity3d.com/issues/avatar-mapping-tab-closes-when-trying-to-select-anything))
    
*   Editor: Fixed an issue where Reorderable list null item were not displayed correctly. ([1339759](https://issuetracker.unity3d.com/issues/controls-in-the-ui-debugger-overlap-when-inspecting-an-element-that-has-a-label-with-null-value))
    
*   Editor: Fixed an issue where Time.unscaledTime and Time.fixedUnscaledTime do not update when stepping through frames ([1294730](https://issuetracker.unity3d.com/issues/time-dot-unscaledtime-and-time-dot-fixedunscaledtime-do-not-update-when-stepping-through-frames), [1360931](https://issuetracker.unity3d.com/issues/frame-stepping-not-working-on-addressables-operations))
    
*   Editor: If Adb is not able to make the file editable, we make it writable using OS function ([1353760](https://issuetracker.unity3d.com/issues/theres-no-warning-slash-error-for-projectversion-dot-txt-not-being-updated-due-to-lack-of-write-permissions-when-upgrading-the-project))
    
*   Editor: There is now a prompt to save changes if the layout is changed. ([1318376](https://issuetracker.unity3d.com/issues/changing-layout-or-maximizing-closes-windows-with-changes-but-does-not-prompt-save-dialog))
    
*   GI: Fixed a crash occurring while sculpting terrain and baking. ([1266511](https://issuetracker.unity3d.com/issues/crash-while-sculpting-terrain))
    
*   GI: Fixed an issue where Enlighten Post Update would take up CPU time in the Editor when it was not the active lightmapping backend ([1248311](https://issuetracker.unity3d.com/issues/enlightenruntimemanager-dot-postupdate-takes-time-when-realtime-gi-is-disabled))
    
*   GI: Fixed crash on baking GI, moving reflection probe, baking only reflection probe. ([1310112](https://issuetracker.unity3d.com/issues/crash-on-baking-gi-moving-reflection-probe-baking-only-reflection-probe))
    
*   Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan. (1300203)
    
*   Graphics: Fix sporadic crash when closing BuildSettings (and maybe other) windows when using Editor with Vulkan ([1362844](https://issuetracker.unity3d.com/issues/vulkan-editor-crashes-vk-optimusgetinstanceprocaddr-after-closing-build-settings-window))
    
*   Graphics: Fixed a crash when loading really large (think more than 2GB size) meshes. ([1319594](https://issuetracker.unity3d.com/issues/untitled-7))
    
*   Graphics: Fixed a RenderToCubemap offsets shadows isseu when the material on the mesh has GPU Instancing was enabled by adding support for STEREO\_CUBEMAP\_RENDER\_ON for instanced .rendering. ([1086548](https://issuetracker.unity3d.com/issues/rendertocubemap-offsets-shadows-when-the-material-on-the-mesh-has-gpu-instancing-enabled))
    
*   Graphics: Fixed an issue where frames were being unnecessarily dropped before presenting on Metal OSX when using CVDisplayLink; this is now fixed. ([1363963](https://issuetracker.unity3d.com/issues/stuttering-movement-when-changing-gameobject-transforms-position))
    
*   Graphics: Fixed an unwrap crash when automatic margin calculation results in very small margin. ([1330830](https://issuetracker.unity3d.com/issues/unity-lightmap-uv-generation-fails-with-uv-unwrap-failed-with-no-error-messages-error-when-reimporting-asset))
    
*   Graphics: Fixed Meshes having incorrect skin weights in builds due to faulty normalization after limiting the number of weights per vertex. (1319068)
    
*   Graphics: Fixed the Mac Standalone Player memory leak that came with the change to presenting with CVDisplayLink. ([1365570](https://issuetracker.unity3d.com/issues/port-count-never-stops-increasing-in-standalone-build-on-mac-standalone))
    
*   IL2CPP: Fix conversion issues on methods with ref readonly return values. (1367462)
    
*   IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username. ([1336012](https://issuetracker.unity3d.com/issues/linux-il2cpp-building-for-linux-with-il2cpp-from-windows-fails-if-your-system-username-contains-a-space))
    
*   IL2CPP: Fixed conversion error that can occur with generic types that have a static constructor. (1362583)
    
*   IL2CPP: Hash parameter info and generic arguments to avoid long method names that lead to compiler errors. ([1362768](https://issuetracker.unity3d.com/issues/compiler-limit-token-overflowed-internal-buffer-error-when-a-il2cpp-build-includes-a-method-with-many-parameters))
    
*   IL2CPP: Prevent a possible crash in the GC code when the mark stack overflows while script debugging is enabled if many threads are created. ([1361799](https://issuetracker.unity3d.com/issues/build-crashes-with-unexpected-mark-stack-overflow-error-when-building-with-il2cpp))
    
*   iOS: Fixed incorrect "Plugins colliding with each other" errors when using certain framework combinations. ([1287862](https://issuetracker.unity3d.com/issues/ios-plugin-is-used-from-several-locations-error-when-building-a-project-with-included-xcframeworks))
    
*   macOS: Fixed an inverted Y position of mouse cursor issue wgeb using New Input's Warp mouse. ([1311064](https://issuetracker.unity3d.com/issues/system-cursor-input-is-inverted-on-vertical-axis-when-using-a-gamepad))
    
*   macOS: Fixed Xbox wireless gamepad triggers and DPAD not working in Old Input. (1342338)
    
*   Particles: Ensure smooth size updates when doing slow-mo scrubbing of the particle playback time. ([1224857](https://issuetracker.unity3d.com/issues/mesh-particle-system-update-frequency-is-too-low-and-causes-visible-stutters-when-adjusting-with-playback-time-slider))
    
*   Particles: Fixed an issue where there was stuttering slow-motion preview when Custom Data was used. ([1365360](https://issuetracker.unity3d.com/issues/particle-system-is-stuttering-in-the-editor-when-using-custom-data-with-low-playback-speed))
    
*   Particles: Fixed Texture Alpha clipping in the Shape module. ([1349714](https://issuetracker.unity3d.com/issues/particle-shape-clip-threshold-does-not-affect-emitted-particle-count))
    
*   Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly ([1252436](https://issuetracker.unity3d.com/issues/assetdatabase-dot-forcereserializeassets-modifies-data-when-used-on-a-prefab-with-a-nested-fbx-model))
    
*   Profiler: Fixed Profiler.GetTotalAllocatedMemoryLong reporting increasing values while loading and unloading the same scene. ([1364643](https://issuetracker.unity3d.com/issues/profiler-dot-gettotalallocatedmemorylong-increases-when-scene-is-loaded-and-unloaded))
    
*   Scripting: Fixed an issue related to player builds failing sometimes or not including the correct precompiled DLLs when those have define constraints.
    
*   Scripting: Fixed Debug.LogFormat(LogType, LogOption, Object, string, params object\[\]) overload to respect logEnabled and filterLogType logger settings. ([1354586](https://issuetracker.unity3d.com/issues/message-gets-logged-in-the-console-when-using-debug-dot-logformat-and-the-logger-dot-logenabled-is-set-to-false))
    
*   Scripting: Fixed GetScriptingDefineSymbols functions to not contain empty string entries in the returned defines array. ([1350561](https://issuetracker.unity3d.com/issues/getscriptingdefinesymbolsforgroup-always-returns-an-array-with-one-empty-string-element))
    
*   Scripting: Fixed player build errors due to ApiUpdater eagerly trying to connect to VCS.
    
*   Serialization: Arrays that contain SerializeReferences are now resized properly with null references.
    
*   Serialization: Fixed a case where reading a corrupted binary file when corruption is within the header could lead to editor freezing. (1357823)
    
*   Services: For some time the validation endpoint has been disabled, and the editor still incorrectly shows that the user must wait for this validation to succeed. leading to a lot of confusion from our users. this change simply removes this panel to avoid further confusion ([1210052](https://issuetracker.unity3d.com/issues/analytics-analytics-window-doesnt-refresh-on-entering-play-mode-in-the-editor))
    
*   uGUI: Missing shader property warnings will no longer be produced when running in batchmode. ([1350059](https://issuetracker.unity3d.com/issues/an-error-is-thrown-when-the-scene-has-ui-mask-and-the-player-is-run-headless))
    
*   Universal Windows Platform: Fixed DevicePortal deployment to handle both .appx and .msix packages ([1269676](https://issuetracker.unity3d.com/issues/deployment-to-hololens-fails-when-deploying-app-through-windows-device-portal))
    
*   Universal Windows Platform: Fixed symbol file packaging failing when using the 'MasterWithLTCG' build configuration. ([1345403](https://issuetracker.unity3d.com/issues/uwp-failed-to-copy-pdb-error-appear-when-building-solution-with-masterwithltcg))
    
*   Version Control: Renamed the CoreServices namespace so it doesn't conflict.  
    Fixed some situations where the history window would be blank.  
    Fixed missing Enterprise login link.  
    Fixed low resolution icons in light theme
    
*   WebGL: Added more detailed information when a page load fails due to misconfiguration in server hosting settings. Note that Firefox does not currently support Brotli compression for local development (https://bugzilla.mozilla.org/show\_bug.cgi?id=1670675) ([1283658](https://issuetracker.unity3d.com/issues/brotli-compressed-build-fails-to-run-in-firefox))
    
*   WebGL: Fixed a crash on Oculus Browser when the EXT\_multisampled\_render\_to\_texture extension is enabled. ([1370782](https://issuetracker.unity3d.com/issues/webgl-webgl-broken-with-oculus-browser-because-of-glgetprocaddress))
    
*   WebGL: Fixed a mouse wheel scrolling issue with the new input system on WebGL. ([1264545](https://issuetracker.unity3d.com/issues/webgl-input-system-scrolling-with-mouse-wheel-is-much-slower-on-webgl-builds-when-using-new-input-system-package))
    
*   Windows: Fixed an issue where Physics simulations and FixedUpdate ran while the splashscreen was being displayed on Windows Standlaone and Universal Windows Platform. ([1362362](https://issuetracker.unity3d.com/issues/gameobject-transform-position-changes-on-the-y-axis-when-running-a-build-of-the-project))
    
*   Windows: Fixed player icon being missing from the title after, if the game was first launched in fullscreen mode and then later changed to windowed mode. ([1361016](https://issuetracker.unity3d.com/issues/player-icon-is-missing-from-the-title-bar-when-the-player-is-started-in-fullscreen-mode))
    
*   Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)
    
*   XR: Fixed soft particles shaders for XR single-pass. ([1332105](https://issuetracker.unity3d.com/issues/xr-sdk-line-renderer-collides-the-controller-when-single-pass-rendering-mode-is-used))
    

#### 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