### Known Issues in 2020.3.23f1

*   AI: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles ([1346325](https://issuetracker.unity3d.com/issues/navmesh-agent-can-not-pass-through-passable-area-between-carving-navmesh-obstacles))
    
*   Android: 'Not enough storage space to install required resources' error when building App Bundle with Split Application Binary ([1372558](https://issuetracker.unity3d.com/issues/android-not-enough-storage-space-to-install-required-resources-error-when-building-app-bundle-with-split-application-binary))
    
*   Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. ([1347186](https://issuetracker.unity3d.com/issues/android-the-text-is-missing-on-a-xiaomi-redmi9a-device))
    
*   Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   CodeEditors: Attaching an icon to a MonoBehaviour script disappears when Selecting the Game Object ([1379500](https://issuetracker.unity3d.com/issues/attaching-an-icon-to-a-monobehaviour-script-disappears-when-selecting-the-game-object))
    
*   GI: If a user is experience lighting coruption they be may required to reimport due to a fix to which correctly fixes a Uv unwrapping issue (1330830).
    
*   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 "\_\_assert\_fail\_base.cold" when opening a project ([1375312](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-assert-fail-base-dot-cold-when-opening-a-project))
    
*   MacOS: \[OSX\]\[Editor\] DirectoryNotFoundException errors appear when a project is created inside a directory with unicode characters ([1377915](https://issuetracker.unity3d.com/issues/multiple-directorynotfoundexception-errors-appear-when-a-project-is-created-inside-a-directory-with-unicode-characters))
    
*   Progressive Lightmapper: \[LightProbes\] 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))
    
*   Scene Management: An error is thrown when merging changes made to a Prefab into a Nested Prefab with co-dependant components ([1362574](https://issuetracker.unity3d.com/issues/changes-fail-when-merging-from-prefab-to-nested-prefab-with-co-related-components))
    
*   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))
    
*   Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time ([1375015](https://issuetracker.unity3d.com/issues/scene-is-brighter-in-standalone-player-if-it-was-open-in-the-editor-at-build-time))
    
*   Shuriken: \[Particles\] Inspector breaks and errors are thrown when the Material field is deleted from the Particle System ([1379541](https://issuetracker.unity3d.com/issues/particles-inspector-breaks-and-errors-are-thrown-when-the-material-field-is-deleted-from-the-particle-system))
    
*   Templates: 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))
    
*   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))
    
*   WebGL: Creating a mesh in Play Mode causes a "abnormal mesh bounds" error when build target is WebGL ([1364263](https://issuetracker.unity3d.com/issues/error-to-create-a-new-mesh-in-real-time-with-the-advanced-method-on-webgl))
    
*   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))
    
*   XR SDK: Severe flickering in Unity 2020.3.21f1 with OpenXR on HL2 ([1376203](https://issuetracker.unity3d.com/issues/severe-flickering-in-unity-2020-dot-3-21f1-with-openxr-on-hl2))
    

### 2020.3.23f1 Release Notes

#### Features

*   Version Control: Added visual overview bar to the incoming changes tab.  
    Added progress dialog for the migration process.  
    Added Branches tab that shows a list of all branches in the repository.  
    Added option and dialog to create a child branch from selected branch.  
    Added option to switch to another branch.  
    Added option and dialog to rename a branch.  
    Added option to delete a branch.  
    Added a preference to save if the window should open the Branches tab by default.  
    Added metrics for Plastic SCM installation window usage.

#### Improvements

*   AI: Improved NavMeshAgent creation failure log to help select the source object. ([1274983](https://issuetracker.unity3d.com/issues/navmesh-source-object-is-not-pinged-when-clicking-navmesh-error))
    
*   Asset Import: Improved Configure button enabling and now it is enabled immediately when switching Animation type to Humanoid. ([1197249](https://issuetracker.unity3d.com/issues/asset-importers-configure-button-is-not-enabled-in-real-time-after-changing-animation-type-to-humanoid))
    
*   Package: Updated com.unity.cinemachine to 2.6.11. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/changelog/CHANGELOG.html
    
*   Package: Updated com.unity.recorder to 2.5.7. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.recorder@2.5/changelog/CHANGELOG.html
    
*   Package: Updated Oculus XR Plugin package to 1.11.0. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11/changelog/CHANGELOG.html.
    
*   Profiler: Updated Profile Analyzer package version to 1.1.1, which includes two bug fixes. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@latest/index.html?subfolder=/changelog/CHANGELOG.html.
    
*   XR: Added SRP batcher support for late latching.
    

#### API Changes

*   Shaders: Added: A way to query preprocessed shader data for a given variant. ([1364378](https://issuetracker.unity3d.com/issues/no-way-to-get-preprocessed-data-using-pass-dot-compilevariant))

#### Changes

*   Version Control: Updated status bar notification icons.
    
*   Version Control: Updated texts for workspace modes selection and checkin comment box.
    
*   XR: Updated com.unity.xr.management to 4.1.0. Please refer to the package changelog online here:  
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/changelog/CHANGELOG.html
    

#### Fixes

*   Android: Disabled cut/copy/paste popup that was appearing on the hidden Android inputfield. ([1317688](https://issuetracker.unity3d.com/issues/android-tmp-inputfield-selection-appears-above-keyboard-and-is-interactable-when-hide-mobile-input-enabled))
    
*   Android: Fixed a crash when using Application.Quit with Optimized Frame Pacing. ([1341467](https://issuetracker.unity3d.com/issues/application-dot-quit-exits-with-signal-11-sigsegv))
    
*   Android: Fixed ComputeGrabScreenPos and ComputeScreenPos so that they take Vulkan swapchain pre-rotation into account now. ([1340975](https://issuetracker.unity3d.com/issues/android-computegrabscreenpos-doesnt-take-vulkan-swapchain-pre-rotation-into-account))
    
*   Android: Fixed GLSL compile errors when using a particle system with instancing. ([1255008](https://issuetracker.unity3d.com/issues/android-a-glsl-error-occurs-when-using-the-unity-particle-system))
    
*   Android: Fixed screen safe area values at startup. ([1327752](https://issuetracker.unity3d.com/issues/safearea-when-device-is-held-in-portrait-app-is-running-in-portrait-upside-down-windowed-mode-safearea-values-are-incorrect))
    
*   Animation: Fixed a potential crash when generating asset previews if destructive methods are called in user callbacks. ([1343886](https://issuetracker.unity3d.com/issues/crash-on-mustremovefromobject-when-reimporting-a-prefab))
    
*   Animation: Fixed incorrect behaviours when having negative parameterized time in a motion state. ([1332880](https://issuetracker.unity3d.com/issues/animationevent-is-triggered-multiple-times))
    
*   Asset Bundles: Fixed AssetBundle.Unload now it waits for all asset bundle async operations to complete to avoid a potential crash. ([1150164](https://issuetracker.unity3d.com/issues/gameobject-getcomponentindex-crash-when-entering-play-mode-after-unloading-assetbundle-during-loadresourceasync))
    
*   Asset Pipeline: Fixed an issue when renaming an asset in the Project Browser can cause the selection highlight to disappear. ([1351301](https://issuetracker.unity3d.com/issues/renaming-the-material-removes-the-selection-cursor-and-makes-the-selection-invalid))
    
*   Asset Pipeline: Fixed an issue with artifact dependency now that it is correctly applied. ([1318602](https://issuetracker.unity3d.com/issues/artifact-dependency-not-setup-when-used-with-lazyloadreference))
    
*   Asset Pipeline: Fixed the reset of default values of asset objects and they are now correctly reset before being reloaded if the fields are removed. (1337405)
    
*   Code Editor: Fixed duplicated Roslyn Analyzer entries when regenerating project files with Visual Studio. ([1368809](https://issuetracker.unity3d.com/issues/repeated-roslyn-analyzer-entries-in-csproj-files-when-regenerating-project-files-with-visual-studio))
    
*   DX12: Fixed crashes and flickering when using mesh particles. (1357667)
    
*   Editor: Fixed access token refresh so that the user no longer needs to close and reopen the editor after the token expires. ([1376042](https://issuetracker.unity3d.com/issues/accesstoken-expiring-and-not-being-refreshed))
    
*   Editor: Fixed an issue that breaks the console when selecting a console message. (1369098)
    
*   GI: Fixed crash when closing editor while generating lighting. ([1354238](https://issuetracker.unity3d.com/issues/fatal-error-when-closing-the-editor-while-generating-lighting))
    
*   GI: Fixed the sky ambient probe and skybox reflection probe when reloading a scene in playmode. ([1331427](https://issuetracker.unity3d.com/issues/the-scenes-lighting-settings-are-not-updated-and-saved-when-auto-generate-option-is-disabled))
    
*   Graphics: Fixed a player error and a memory leak when player window is hidden. ([1361670](https://issuetracker.unity3d.com/issues/player-launched-with-hidewindow-flag-throws-errors-in-the-player-dot-log))
    
*   Graphics: Fixed a rare crash in shadow rendering. ([1350950](https://issuetracker.unity3d.com/issues/crash-on-keywords-keywordremap-remap-related-to-keyword-remapping))
    
*   Graphics: Fixed a rendering issue so that Game and Scene View no longer renders artifacts on Apple M1. ([1368374](https://issuetracker.unity3d.com/issues/game-view-glitches-with-apple-silicon-editor))
    
*   Graphics: Fixed an issue on Metal that depth clearing is enforced now when "Don't care" load action is used. ([1330613](https://issuetracker.unity3d.com/issues/ios-ui-elements-are-invisible-on-ios-devices-when-using-additionaluirenderer))
    
*   Graphics: Fixed Game View in playmode and it uses VSync now when enabled. (1371550)
    
*   Graphics: Fixed high memory usage when running Unity in batch mode and importing a high number of assets. (1337474)
    
*   Graphics: Fixed read/write access on NativeArray and now it is correct after an AsyncGPUReadback request is fulfilled. ([1295472](https://issuetracker.unity3d.com/issues/asyncgpureadback-dot-requestintonativearray-causes-invalidoperationexception-on-nativearray))
    
*   Graphics: Removed redundant ApplyShader calls while the VFX system is sleeping. ([1346028](https://issuetracker.unity3d.com/issues/vfx-applyshader-is-called-in-play-mode-when-initial-event-name-is-empty-in-visual-effect-asset))
    
*   Mono: Fixed a rare hang that occurs when opening the editor during asset import. (1341730)
    
*   Package Manager: Fixed the package manager toolbar display and now it is active during refresh operations. (1377475)
    
*   Package Manager: Implement asset's Re-Download button to fix issue when using multiple Unity versions and have one asset version cached. ([1371056](https://issuetracker.unity3d.com/issues/cant-download-specific-unitypackage-when-theres-already-one-cached))
    
*   Particles: Fixed an issue that causes particle face-culling when rendering into Cubemaps. ([1340494](https://issuetracker.unity3d.com/issues/particles-are-not-visible-in-the-cube-render-texture-when-using-camera-dot-rendertocubemap))
    
*   Particles: Fixed an issue that metal calling computes buffer function from an incorrect thread.
    
*   Particles: Fixed the Shower puddle particle effects in Shinai project so that it works properly now. (1354906)
    
*   Physics: Improved stability of Rigidbody2D XY constraints when X or Y constraint are used independent of each other. ([1373134](https://issuetracker.unity3d.com/issues/unexpected-behaviour-from-2d-physics-when-y-constraint-is-locked))
    
*   Prefabs: Fixed an issue where Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject. ([1299744](https://issuetracker.unity3d.com/issues/recovery-gameobject-is-created-when-opening-scene-with-missing-prefab))
    
*   Shaders: Fixed building so it is cancelled properly now when Exceptions in IPreprocessShaders are present. (1357383)
    
*   Shaders: Fixed the "Compile and show code" button so now writing files with size of over 2GB no longer fails. ([1357761](https://issuetracker.unity3d.com/issues/preprocessed-lit-dot-shader-file-stops-mid-line-when-file-size-is-near-or-more-than-2gb))
    
*   Shaders: Fixed uintBitsToFloat not doing a conversion from bool argument to uint. ([1334240](https://issuetracker.unity3d.com/issues/shaders-fail-compilation-on-vulkan-slash-gl-when-material-override-is-set-to-albedo))
    
*   Terrain: Fixed a clearing issue and now Neighbors set with Terrain.SetNeighbors are properly kept. ([1241302](https://issuetracker.unity3d.com/issues/terrain-normals-produce-artifacts-when-connecting-neighboring-terrain-using-terrain-dot-setneighbors))
    
*   UI: Fixed an issue with runtime only Unity Events and now they are initialize properly upon entering playmode with the FastEnterPlay mode enabled. ([1206410](https://issuetracker.unity3d.com/issues/onvaluechanged-callback-is-not-executed-in-play-mode-when-domain-reload-is-disabled))
    
*   Universal Windows Platform: Fixed build time scaling non-linearly based on the number of build output files. ([1374725](https://issuetracker.unity3d.com/issues/project-takes-forever-to-build-to-uwp))
    
*   Version Control: Added the missing Plastic SCM menu from the Project view context menu.
    
*   Version Control: Added the missing Plastic SCM window option when the user is not signed in on Unity Hub.
    
*   Version Control: Fixed inverted text for the force checkout option.
    
*   Version Control: Fixed the checking comment so that typing capital letter O no longer opens the selected item.
    
*   Version Control: Fixed the loading indicator so now it is centered on the Plastic SCM installation window.
    
*   Version Control: Fixed the Plastic SCM installation so now it no longer signs out the user.
    
*   Version Control: Removed the extra refresh button on Gluon's Incoming Changes tab.
    
*   Version Control: Removed the meta file warning message for the deleted Beta folder.
    
*   XR: Fixed an issue where all cameras stop rendering when VR headset is off.
    

#### 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