### Known Issues in 2020.3.24f1

*   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))
    
*   Build Pipeline: Windows build fails when using Deltatre Magma Engine ([1382217](https://issuetracker.unity3d.com/issues/windows-build-fails-when-using-deltatre-magma-engine))
    
*   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: Editor crashes at "\_\_assert\_fail\_base.cold" when opening a project (Linux) ([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: 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))
    
*   Scene/Game View: Icon attached to MonoBehaviour script disappears when Selecting the GameObject ([1379500](https://issuetracker.unity3d.com/issues/attaching-an-icon-to-a-monobehaviour-script-disappears-when-selecting-the-game-object))
    
*   Serialization: \[CacheServer\] Editor crashes when "IP Address" in Project Settings is empty ([1373314](https://issuetracker.unity3d.com/issues/cacheserver-editor-crashes-when-ip-address-in-project-settings-is-empty))
    
*   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))
    
*   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))
    

### 2020.3.24f1 Release Notes

#### Features

*   Input System: Added support for PS5 DualSense controllers on Mac and Windows.
    
*   Version Control: Added option to "Add to ignore file" in context menu in the project view  
    
    *   Added empty state message for Pending Changes tab.  
        
    *   Added success state message for Pending Changes tab.  
        
    *   Added metrics for Branches tab functionalities.

#### Improvements

*   iOS: Added ProMotion support on ios15 and new devices (iphone13 family). ([1374612](https://issuetracker.unity3d.com/issues/enable-promotion-support-does-not-allow-iphone-13-pro-slash-pro-max-to-run-at-higher-refresh-rates))
    
*   iOS: Added support for iPhones, iPads and Apple TV released in 2021. ([1367775](https://issuetracker.unity3d.com/issues/iphone-13-information-is-not-included-in-the-devicesettings-dot-mm-file))
    
*   Package: Fixed property drawing when manually drawing a property that was hidden with \[HideInInspector\]. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.mathematics@1.2/changelog/CHANGELOG.html ([1298368](https://issuetracker.unity3d.com/issues/int3-float3-and-quaternions-fields-from-the-mathematics-package-dont-work-properly-when-using-debuggerhidden-attribute))
    
*   Package: Updated com.unity.ide.visualstudio package to 2.0.12. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.ide.visualstudio@2.0/changelog/CHANGELOG.html
    
*   Particles: Improved type lookup speed for SetParticles and GetParticles. (1373296)
    
*   Version Control: Fixed console error when selecting object in Scene view hierarchy or creating a new asset.
    
*   Version Control: Fixed NullReferenceException after closing the Plastic SCM window.
    
*   Version Control: Fixed UI overlays in Project view missing on changed assets when force checkout is disabled.
    
*   Windows: Added Windows 11 support in SystemInfo.operatingSystem. ([1372750](https://issuetracker.unity3d.com/issues/reported-cases-are-marked-as-windows-10-when-reported-with-windows-11))
    
*   XR: Updated WMR XR SDK Plug-on to 4.6.1. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@4.6/changelog/CHANGELOG.html
    

#### API Changes

*   Apple TV: Added: Identifier for 2nd generation Apple TV 4K.
    
*   Apple TV: Changed: Identifiers for Apple TV HD and first generation Apple TV 4K.
    
*   iOS: Added: Identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads.
    

#### Changes

*   Input System: Updated Input System to 1.2.0. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.inputsystem@1.2/changelog/CHANGELOG.html
    
*   Version Control: Changed the default metadata columns shown in the Incoming Changes screen.
    
*   Version Control: Removed pinstriping in the Gluon Incoming Changes window.
    
*   Version Control: Removed the "Nothing to download" bar from the Incoming Changes window when there are no items to download.
    
*   Version Control: Updated the alignment of sorting arrows to the right of the column.
    
*   XR: Updated XR Management to 4.2.0. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.xr.management@4.2/changelog/CHANGELOG.html
    

#### Fixes

*   2D: Fixed a crash when disabling the Optimize Geometry option on a Sprite Shape Controller. ([1364012](https://issuetracker.unity3d.com/issues/crash-when-optimizing-the-geometry-of-the-spriteshape))
    
*   Android: Fixed a performance regression when using MSAA backbuffer with Vulkan. ([1351579](https://issuetracker.unity3d.com/issues/android-vulkan-when-using-antialiasing-with-vulkan-the-fps-fluctuates-from-40-60))
    
*   Android: Fixed an issue with BuildIl2CppTask now it is correctly formed with --enable-debugger when using Export Project with Script Debugging. ([1369680](https://issuetracker.unity3d.com/issues/il2cpp-android-visual-studio-does-not-attach-to-process-through-wi-fi-when-the-project-is-exported))
    
*   Animation: Fixed an issue of the use of PropertyStreamHandle with Addressable AnimatorController. ([1341031](https://issuetracker.unity3d.com/issues/cannot-rebind-multipositionconstraint-source-objects-when-animator-controller-is-changed-at-runtime))
    
*   Asset Pipeline: Fixed an issue that the progress bar shows full during the import of assets. ([1337397](https://issuetracker.unity3d.com/issues/progress-bar-is-always-at-100-percent-when-importing-multiple-assets))
    
*   Build Pipeline: Fixed GlobalObjectIdGlobalObjectIdentifiersToObjectsSlow and it no longer returns random objects when then GlobalObjectId references a non-existing object. ([1291291](https://issuetracker.unity3d.com/issues/globalobjectidglobalobjectidentifierstoobjectsslow-sometimes-returns-a-random-existing-gameobject))
    
*   Build System: Fixed an error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling `ContentBuildInterface:GetPlayerObjectIdentifiersInAsset`.
    
*   DX12: Fixed linear colorspace screenshots being broken when swapchain resolution mismatched with window resolution. (1379073)
    
*   Editor: Fixed an Editor crash when using -quit command line argument on MacOS. (1362461)
    
*   Editor: Fixed an issue that the PropertyField methods do not include ReorderableList children by default. ([1336112](https://issuetracker.unity3d.com/issues/some-list-fields-do-not-display-when-using-editorgui-dot-propertyfield-in-a-custom-property-drawer))
    
*   Editor: Fixed an issue that the reflection probe baking sometimes containing the cyan loading shader. ([1368213](https://issuetracker.unity3d.com/issues/loading-shader-is-picked-when-allowasynccompilation-equals-false-and-async-compilation-is-ongoing))
    
*   Editor: Fixed an issue that the Unity Package Manager diagnostic tool fails to run when started via the launch script.
    
*   GI: Fixed an infinite loop for light baking when unloading a light baked scene while another scene is open. ([1337508](https://issuetracker.unity3d.com/issues/light-baking-gets-stuck-in-a-infinite-loop-when-unloading-a-light-baked-scene-if-you-have-another-scene-open))
    
*   Graphics: Fixed a D3D12 validation error on render target and a pipeline state sample count mismatch. (1371812)
    
*   Graphics: Fixed a NativeArray de-allocation error when using the results of Texture2D.GetPixelData in multiple jobs per frame. (1359263)
    
*   Graphics: Fixed an issue that Texture Memory in Memory Profiler Module was not updated when profiling a Vulkan build. ([1351803](https://issuetracker.unity3d.com/issues/memory-profiler-profiler-shows-that-the-texture-memory-usage-is-lower-when-vulkan-is-used-on-some-devices))
    
*   Graphics: Fixed an issue where memory would leak from mesh due to mismatching memory labels. ([1362505](https://issuetracker.unity3d.com/issues/memory-leak-occurs-in-player-as-sharedgeometrybuffers-mismatches-memory-labels-for-new-and-delete))
    
*   Graphics: Fixed incorrect compression of 8k ETC textures using the Crunch compressor. ([1346908](https://issuetracker.unity3d.com/issues/textures-compressed-with-rgb-crunched-etc-on-android-get-corrupted))
    
*   Input System: Fixed a performance issue on entering/exiting play-mode where HID device capabilities JSON could be parsed multiple times for a single device. ([1362733](https://issuetracker.unity3d.com/issues/input-package-deserializing-json-multiple-times-when-entering-slash-exiting-playmode))
    
*   Input System: Fixed a problem where explicitly switching to the already active control scheme and device set for `PlayerInput` would cancel event callbacks for no reason when the control scheme switch would have no practical effect. This fix detects and skips device unpairing and re-pairing if the switch is detected to not be a change to scheme or devices. ([1342297](https://issuetracker.unity3d.com/issues/input-system-button-clicks-are-missed-when-using-switchcurrentcontrolscheme-inside-of-onmousedown))
    
*   Input System: Fixed a problem where only using runtimes that are not XR supported causes a compile error. This fix adds back in ENABLE\_VR checks to prevent this issue.
    
*   Input System: Fixed an error "Default constructor not found for type UnityEngine.InputSystem.iOS.LowLevel.iOSStepCounter" and any other potential exceptions due to classes, methods, fields and properties being stripped when managed stripping setting is set to medium or high. ([1368761](https://issuetracker.unity3d.com/issues/ios-new-input-system-iosstepcounter-crash-on-launch-with-managed-stripping))
    
*   Input System: Fixed an incorrect generic gamepad short display button names mapping.
    
*   Input System: Fixed an issue where InvalidOperationException is thrown if an input for an action with multiple interactions is held while disconnecting the device. ([1354098](https://issuetracker.unity3d.com/issues/input-system-errors-are-thrown-when-disconnecting-controller-while-holding-a-button-with-press-and-release-set-up-separately))
    
*   Input System: Fixed an issue where resetting an action via `InputAction.Reset()` while being in disabled state would prevent the action from being enabled again. ([1370732](https://issuetracker.unity3d.com/issues/new-input-system-disable-reset-enable-makes-controls-being-disabled-forever))
    
*   Input System: Fixed current being `null` for sensors (`Accelerometer.current`, others). ([1371204](https://issuetracker.unity3d.com/issues/accelerometer-not-working-when-using-input-system-1-dot-1-1))
    
*   Input System: Fixed handling of exception in `InputManager.OnUpdate` and now the system will try to handle the exception and recover into a working state.
    
*   Input System: Fixed input action for Android gamepad's right stick will be correctly invoked when only the Y-axis is changing. ([1308637](https://issuetracker.unity3d.com/issues/android-input-system-right-analog-stick-tracking-is-erratic-when-using-a-gamepad-connected-to-an-android-device))
    
*   Input System: Fixed `action.ReadValue` and others returning invalid data when used from `FixedUpdate` or early update when running in play mode in the editor. ([1368559](https://issuetracker.unity3d.com/issues/enter-key-is-not-registered-when-using-waspressedthisframe-with-input-system-1-dot-1-1))
    
*   Input System: Improved the user experience when creating single vs multi-touch touchscreen bindings in the Input Action Asset editor by making both options visible in the input action dropdown menu. Now it's not neccessary to be aware of the touch\\\*/press path binding syntax. ([1357664](https://issuetracker.unity3d.com/issues/inputsystem-touchscreens-multi-touch-doesnt-work-when-using-a-custom-inputactionasset))
    
*   iOS: Fixed a crash/hang when going to background from portrait upside down. ([1285042](https://issuetracker.unity3d.com/issues/ios-app-is-crashing-when-it-is-switched-out-of-focus-and-focused-again-while-it-is-in-reverse-portrait))
    
*   Particles: Fixed an issue that texel size and mask interaction shader properties are missing in the particle system renderer. ([1296392](https://issuetracker.unity3d.com/issues/texelsize-is-always-1-for-particle-systems-renderer-when-using-shader-graph-material-which-draws-texelsize-value-in-rg-channels))
    
*   Profiler: Fixed a rare crash on Editor shutdown. ([1372546](https://issuetracker.unity3d.com/issues/crash-on-repaintcontroller-renderplaymodeviewcameras-after-changing-active-input-handling))
    
*   Profiler: Fixed an ArgumentOutOfRangeException in the Module Editor when enabling deep profiling after deleting a module. ([1335309](https://issuetracker.unity3d.com/issues/linux-profiler-argumentoutofrangeexception-is-thrown-on-clicking-deep-profile-when-deleted-module))
    
*   Serialization: Fixed an issue that classes referred by value will also be considered and added to the list of classes not to be stripped when performing a Player Build / Asset Bundle Build / Addressable Build, in addition to SerializeReference. ([1296195](https://issuetracker.unity3d.com/issues/onafterdeserialize-is-not-called-for-a-class-with-no-empty-constructor-in-a-package-when-project-is-built-using-il2cpp))
    
*   Serialization: Fixed missed invocations of ISerializationCallbackReceiver.OnAfterDeserialization and asserts arising when that interface is implemented on structs inside a MonoBehaviour or ScriptableObject class, along with the presence of SerializeReference fields. ([1372710](https://issuetracker.unity3d.com/issues/assertion-failed-error-is-thrown-when-calling-resources-dot-loadall-together-with-linq-expressions))
    
*   Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled. ([1369645](https://issuetracker.unity3d.com/issues/shaders-are-ignored-when-executing-build-asset-bundles-method-from-console-with-nographics-argument))
    
*   uGUI: Fixed an issue where the text inside a Canvas would sometimes blink.
    
*   Universal Windows Platform: Fixed a building issue and now generated Visual Studio project builds correctly on Universal Windows Platform with Visual Studio 2022. ([1378086](https://issuetracker.unity3d.com/issues/unity-produces-visual-studio-project-that-by-default-doesnt-build-when-using-visual-studio-2022))
    
*   Video: Fixed spamming errors in the Console when opening imported video in the Inspector tab and Target Platform is set to UWP. ([1357597](https://issuetracker.unity3d.com/issues/errors-are-spammed-in-the-console-upon-opening-imported-video-in-the-inspector-tab-when-target-platform-is-set-to-uwp))
    
*   Windows: Fixed an issue where files get locked unnecessarily by UnityCrashHandler.exe no longer inherits all Windows handles from the editor/player when launched.
    
*   XR: Fixed an issue where duplicated UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option.
    
*   XR: Fixed an issue with the XR plugin interface depth. ([1376203](https://issuetracker.unity3d.com/issues/severe-flickering-in-unity-2020-dot-3-21f1-with-openxr-on-hl2))
    

#### 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