### Known Issues in 2020.3.25f1

*   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))
    
*   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).
    
*   IL2CPP: Build fails with 'artifacts/tundra.dag.json does not exist yet' when using UnityEditor.InitializeOnLoadMethod in script ([1385676](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-with-artifacts-slash-tundra-dot-dag-dot-json-does-not-exist-yet-when-using-unityeditor-dot-initializeonloadmethod-in-script))
    
*   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))
    
*   Metal: Consistent EditorLoop 5-10ms spikes when using Metal API ([1378985](https://issuetracker.unity3d.com/issues/consistent-gfx-dot-waitforpresentongfxthread-5-10ms-spikes-when-using-metal-api))
    
*   Metal: GameObject's colors are rendered differently in the iOS build compared to the colors in the Editor ([1379817](https://issuetracker.unity3d.com/issues/gameobjects-are-rendered-with-different-colors-in-the-ios-build))
    
*   OpenGL: Unity crashes when entering "-force-opengl" or "-force-glcore" in the Advanced Project Settings ([1374768](https://issuetracker.unity3d.com/issues/unity-crashes-when-entering-force-opengl-or-force-glcore-in-the-advanced-project-settings))
    
*   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))
    
*   Progressive Lightmapper: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Scene Management: Crash when calling hideFlags after removing missing nested prefab ([1381563](https://issuetracker.unity3d.com/issues/crash-when-calling-hideflags-after-removing-missing-nested-prefab))
    
*   Scene/Game View: Camera resolution is set to default when opening the Editor ([1378321](https://issuetracker.unity3d.com/issues/camera-resolution-is-set-to-default-when-opening-the-editor))
    
*   Scripting: Roslyn Analyzers cause a Compiler error when project name contains white spaces ([1383680](https://issuetracker.unity3d.com/issues/roslyn-analyzers-cause-a-compiler-error-when-project-name-contains-white-spaces))
    
*   Scripting: \[MacOS\] An Unhandled exception is thrown in the Editor.log and Console window when trying to build AssetBundles ([1383700](https://issuetracker.unity3d.com/issues/an-unhandled-exception-is-thrown-in-the-editor-dot-log-and-console-window-when-trying-to-build-assetbundles))
    
*   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))
    
*   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))
    
*   Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver ([1325310](https://issuetracker.unity3d.com/issues/editor-crashes-or-freezes-with-copying-file-failed-error-when-importing-a-file-from-winrar-archiver))
    

### 2020.3.25f1 Release Notes

#### Improvements

*   Animation: Improved performance with generating animation bindings. ([1353998](https://issuetracker.unity3d.com/issues/significant-impact-on-performance-when-using-animator-override-controller))
    
*   Profiler: Improved performance when platform profiler is attached by removing subscription to counters in native profiler plugins. (1378190)
    

#### API Changes

*   UI Toolkit: Added: The following public UI Toolkit APIs:  
    *   BasePopupField.choices  
        
    *   MaskField.choices  
        
    *   MaskField.choicesMasks

#### Changes

*   Graphics: Updated Postprocessing v2 package to 3.2.0. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/changelog/CHANGELOG.html
    
*   Package Manager: Updated com.unity.purchasing to 4.1.2. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.purchasing@4.1/changelog/CHANGELOG.html
    
*   Services: Renamed Unity Analytics to Legacy Analytics in order to aid deprecation of the Analytics package.
    
*   XR: Updated OpenXR Package to 1.3.0. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/changelog/CHANGELOG.html
    

#### Fixes

*   Android: Fixed an issue that IBeginDragHandler.OnBeginDrag and IDragHandler.OnDrag are now triggered when using Samsung S-Pen. ([1364109](https://issuetracker.unity3d.com/issues/android-samsung-s-pen-ibegindraghandler-dot-onbegindrag-and-idraghandler-dot-ondrag-is-not-triggered-when-using-samsung-s-pen))
    
*   Android: Fixed an issue that leaked Java local reference when creating new Java object. ([1366122](https://issuetracker.unity3d.com/issues/android-app-crashes-with-local-reference-table-overflow-when-creating-over-512-androidjavaclass-objects))
    
*   Android: Fixed an issue that Pen.current is always null when using Samsung S Pen. ([1378794](https://issuetracker.unity3d.com/issues/input-samsung-s-pen-pen-dot-current-is-always-null-when-using-samsung-s-pen))
    
*   Android: Fixed an issue with input and Stylus input is now treated as a touch rather than mouse in the older input system. ([1246579](https://issuetracker.unity3d.com/issues/samsung-s-pen-touches-are-not-registered-when-samsung-s-pen-is-used-to-touch-screen))
    
*   Android: Fixed an issue with input and touches are now registered when Samsung S Pen is used to touch screen. ([1370814](https://issuetracker.unity3d.com/issues/android-samsung-s-pen-input-dot-mouseposition-stops-updating-when-the-s-pen-is-used-on-a-samsung-device))
    
*   Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. ([1379427](https://issuetracker.unity3d.com/issues/assetpackstateupdatelistener-classnotfoundexception-in-an-empty-project))
    
*   Android: Fixed Input.mouseScrollDelta Y-axis changing issue when using Samsung S Pen. ([1378504](https://issuetracker.unity3d.com/issues/input-samsung-s-pen-input-dot-mousescrolldelta-y-axis-is-changed-when-using-samsung-s-pen))
    
*   Asset Pipeline: Fixed an assert issue when fetching previews for assets in AssetBundles. ([1311115](https://issuetracker.unity3d.com/issues/assertion-failed-on-expression-request-dot-key-dot-guid-dot-isvalid-when-selecting-a-mesh))
    
*   Editor: Fixed an issue that the frame debugger does not update issue after clicking frame navigation arrows. ([1329150](https://issuetracker.unity3d.com/issues/frame-debugger-frame-event-data-doesnt-update-after-clicking-on-frame-navigation-arrows-and-not-moving-the-mouse))
    
*   Editor: Fixed an issue that the gameview is not responding to some input when the mouse is over another window in the macOS editor. ([1358134](https://issuetracker.unity3d.com/issues/input-dot-getkey-does-not-trigger-when-the-mouse-cursor-is-outside-the-game-window))
    
*   Editor: Fixed DontSaveInEditor and now it works as intended on Prefab instances. ([1363573](https://issuetracker.unity3d.com/issues/instantiated-fbx-through-code-throws-error-after-leaving-play-mode))
    
*   Editor: Fixed 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))
    
*   Game Core: Fixed an issue that Suspend/Resume will no longer cause a crash during scene load. (1379825)
    
*   GI: Fixed a crash with CPU OpenCL devices. ([1338498](https://issuetracker.unity3d.com/issues/crash-when-baking-lights-for-a-scene-with-a-terrain-using-progressive-gpu-lightmapper-with-a-weaker-gpu))
    
*   GI: Fixed a rare infinite loop when baking reflection probes while shaders are asynchronously compiling. (1376248)
    
*   GI: Fixed an issue that cookies on baked point lights ignoring light rotation. ([1289490](https://issuetracker.unity3d.com/issues/rotation-of-baked-point-light-with-a-cookie-ignored-when-baking-lightmap))
    
*   GI: Fixed an issue where setting baked light probe coefficients to an empty array causes a crash. (1342068)
    
*   Graphics: Fixed an issue that now it is possible to create textures using deprecated ASTC enums. ([1277203](https://issuetracker.unity3d.com/issues/ios-unable-to-create-texture2ds-with-astc-rgba-4x4-texture-format-at-runtime))
    
*   Graphics: Fixed an issue where editor warnings concerning the decompression of compressed formats were still not properly muted. (1329157)
    
*   IL2CPP: Fixed an issue and now the debugger is able to grow the frame capacity on-demand. ([1360149](https://issuetracker.unity3d.com/issues/player-crashes-when-running-a-recursive-function-with-script-debugging-enabled))
    
*   IL2CPP: Fixed the order of operations for Thread Volatile Read and Write. ([1373882](https://issuetracker.unity3d.com/issues/il2cpp-thread-volatileread-is-added-to-build-instead-of-volatileread-when-calling-thread-dot-volatileread))
    
*   iOS: Fixed a crash when performing two Microphone/WebCam permission requests at the same time. ([1330126](https://issuetracker.unity3d.com/issues/ios-crash-on-scriptinggchandle-acquire-when-calling-requestuserauthorization-without-using-yield-for-pending-authorization))
    
*   iOS: Fixed an iOS hanging and crashing when a call comes in. ([1368258](https://issuetracker.unity3d.com/issues/ios-an-incoming-call-notification-sometimes-freezes-unity-app-on-ios-15))
    
*   iOS: Fixed an issue that extra frame not being rendered on iOS when "Render Extra Frame on Pause" is enabled in iOS player settings. ([1362184](https://issuetracker.unity3d.com/issues/ios-extra-frame-not-rendered-in-app-switcher-when-multithreaded-rendering-or-render-extra-frame-on-pause-is-on))
    
*   Networking: Fixed an issue and the UnityWebRequest will no longer warn when setting the Accept-Encoding header. ([1355007](https://issuetracker.unity3d.com/issues/warning-is-logged-when-using-unitywebrequest-to-set-the-header-to-accept-encoding))
    
*   Package Manager: Fixed an issue that the builtIn documentation link now opens the right editor version url. (1376379)
    
*   Package Manager: Fixed errors on the UI Toolkit when the Package Manager Project Settings stylesheet is loaded. (1292279)
    
*   Particles: Fixed an exception on WebGL builds when pre-allocating Particle System memory for systems using infinite lifetimes. (1320919)
    
*   Prefabs: Fixed a crash when Exiting Play mode with Multiple scenes loaded. ([1298007](https://issuetracker.unity3d.com/issues/crash-when-exiting-play-mode-with-multiple-scenes-loaded))
    
*   Project Browser: Fixed an issue that the Project Browser slider is now correctly restored when clearing the search field after selecting a favorite filter. ([1348825](https://issuetracker.unity3d.com/issues/project-browser-slider-doesnt-get-reset-after-selecting-any-item-in-favorites-hierarchy-and-clearing-the-search-bar))
    
*   Scene/Game View: Fixed MonoBehaviour icons not rendering in Scene View when selected. ([1379500](https://issuetracker.unity3d.com/issues/attaching-an-icon-to-a-monobehaviour-script-disappears-when-selecting-the-game-object))
    
*   uGUI: Fixed validation with the localPosition, now it is validated each time an object is reset. ([1367658](https://issuetracker.unity3d.com/issues/reverting-prefab-overrides-in-prefab-instance-causes-unnecessary-changes-to-child-transform-values))
    
*   UI Toolkit: Fixed a PropertyField problem when SerializedProperty has invalid enum index set. ([1360996](https://issuetracker.unity3d.com/issues/indexoutofrange-exception-is-thrown-when-selecting-player-build-settings-asset))
    
*   UI Toolkit: Fixed an ArgumentException when the PropertyField is bind to the BuildTarget enum Popup/Dropdown (Enum-compatible) fields. Now unselected/invalid values are gracefully handled. ([1304581](https://issuetracker.unity3d.com/issues/uielements-argumentexception-is-thrown-when-the-propertyfield-is-bind-to-the-buildtarget-enum))
    
*   UI Toolkit: Fixed an issue when loading a project that contains a dialog that is embedded in the editor, the dialog's CreateGUI callback is invoked after the Awake and OnEnable callbacks. ([1326173](https://issuetracker.unity3d.com/issues/creategui-gets-executed-before-awake-and-onenable-when-opening-a-project-with-a-custom-window-already-open))
    
*   UI Toolkit: Fixed an issue with performance test for UI Toolkit renderer repaints. (1337832)
    
*   Universal Windows Platform: Fixed an issue that Screen.currentResolution.refreshRate now returns the actual screen refresh rate. ([1373342](https://issuetracker.unity3d.com/issues/uwp-screen-dot-currentresolution-dot-refreshrate-returns-0-when-used-in-uwp-build))
    
*   Universal Windows Platform: Fixed an issue that the Application.internetReachability now correctly detects internet being unreachable when there is a LAN connection but no way to the actual Internet. ([1351079](https://issuetracker.unity3d.com/issues/uwp-application-dot-internetreachability-gets-the-wrong-values-when-built-on-universal-windows-platform))
    
*   Universal Windows Platform: Fixed packaging app fails with error "Merge failure for shared merged PRI file : error 0x80070490" when building a fat app package for both x64 and ARM64. ([1375766](https://issuetracker.unity3d.com/issues/merge-failure-for-shared-merged-pri-file-error-0x80070490-thrown-when-installing-app-package-targeted-for-arm-x86-and-x64))
    
*   Video: Fixed an issue that the Source Info text of the Video asset is barely visible. ([1328269](https://issuetracker.unity3d.com/issues/source-info-text-of-the-video-asset-is-barely-visible))
    
*   WebGL: Fixed an issue that the CustomRenderTexture will now work with doubleBuffer on WebGL. ([1339213](https://issuetracker.unity3d.com/issues/webgl-customrendertexture-is-not-updated-when-double-buffered-is-enabled))
    
*   WebGL: Fixed fullscreen mode on Safari where the Player window is not expanded fully. ([1347304](https://issuetracker.unity3d.com/issues/webgl-fullscreen-mode-does-not-expand-the-players-window-fully-and-has-black-edges-when-using-safari))
    
*   Windows: Fixed Input.touch APIs not working when both old and new input systems are enabled at the same time. ([1382924](https://issuetracker.unity3d.com/issues/input-dot-touch-apis-dont-work-when-both-new-and-old-input-systems-are-active))
    
*   Windows: Fixed missing window resize events when using on demand rendering. ([1324843](https://issuetracker.unity3d.com/issues/srp-artifacts-appear-in-the-player-when-changing-the-size-of-the-window-and-ondemandrendering-dot-renderframeinterval-is-called))
    
*   Windows: Fixed touch up events getting missed in rare circumstances on some touchscreen devices. ([1322180](https://issuetracker.unity3d.com/issues/touch-inputs-ignored-or-miscalculated-after-spamming-input-repeatedly))
    
*   XR: Fixed foveated rendering on Oculus devices. ([1382093](https://issuetracker.unity3d.com/issues/xr-vulkan-oculus-crash-launching-app-on-quest))
    
*   XR: Fixed slow performance on Quest when terrain includes trees. ([1308585](https://issuetracker.unity3d.com/issues/quest-unusable-performance-when-terrain-includes-trees))
    

#### 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