### Known Issues in 2020.3.26f1

*   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: \[M1\] "System is running out of memory" error is thrown when using Profiler as a Standalone Process with Deep Profile turned on ([1386242](https://issuetracker.unity3d.com/issues/system-is-running-out-of-memory-is-being-thrown-when-using-profiler-as-a-standalone-process-with-deep-profile-turned-on))
    
*   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))
    
*   Mesh: Creating a mesh in Play Mode causes an "abnormal mesh bounds" error when using UploadMeshData() ([1364263](https://issuetracker.unity3d.com/issues/error-to-create-a-new-mesh-in-real-time-with-the-advanced-method-on-webgl))
    
*   Metal: Stuttering in Play mode when VSync is disabled ([1373811](https://issuetracker.unity3d.com/issues/metal-stuttering-in-play-mode-when-vsync-is-disabled))
    
*   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))
    
*   Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above ([1382113](https://issuetracker.unity3d.com/issues/networking-unitywebrequest-dot-sendwebrequest-delay-occurring-in-2019-dot-4-30f1-and-above))
    
*   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))
    
*   Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player ([1377934](https://issuetracker.unity3d.com/issues/profiler-profilers-call-stacks-button-gets-out-of-sync-with-playerconnection-when-its-toggled-after-connecting-to-player))
    
*   Profiling: \[Memory Profiler\] Capturing Player built with higher Unity version crashes the Editor ([1386532](https://issuetracker.unity3d.com/issues/memory-profiler-capturing-player-built-with-higher-unity-version-crashes-the-editor))
    
*   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: Editor sometimes crashes when entering Play Mode ([1380226](https://issuetracker.unity3d.com/issues/editor-crashes-sometimes-when-entering-play-mode))
    
*   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))
    
*   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))
    
*   Shuriken: \[URP\] Particles are flickering when in Play Mode ([1390346](https://issuetracker.unity3d.com/issues/particles-are-flickering-when-in-play-mode))
    
*   Templates: Specific Actions dropdown tab does not appear when setting the Target of the Touch Trigger in the LEGO Template ([1390097](https://issuetracker.unity3d.com/issues/specific-actions-dropdown-tab-does-not-appear-when-setting-the-target-of-the-touch-trigger-in-the-lego-template))
    
*   Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project ([1382082](https://issuetracker.unity3d.com/issues/editor-crashes-on-textcore-fontengine-getsystemfontreferencesinternal-when-opening-the-project))
    
*   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))
    

### 2020.3.26f1 Release Notes

#### Features

*   Version Control: Added option to "Save Revision as" to the context menu in the changesets view.  
    *   Added incoming changes overview bar for Gluon workspace.

#### Improvements

*   Documentation: Improved Elaborate on how ForceMode affects the velocity and angular velocity in AddForce/AddTorque.
    
*   Documentation: Updated TextAsset text getter documentation. ([1341180](https://issuetracker.unity3d.com/issues/textasset-dot-bytes-includes-utf-8-header-when-loading-a-file-from-assetbundle))
    
*   IL2CPP: Enabled sparse\_hash\_map and sparse\_hash\_set for Android and iOS for lower runtime memory usage.
    
*   IL2CPP: Improved the run time performance of managed code when script debugging is enabled by lowering the cost of each sequence point check.
    
*   Shaders: Fixed build failing when a shader from always included list has 1M variants before stripping. ([1379096](https://issuetracker.unity3d.com/issues/one-million-variant-limit-for-always-included-shaders-is-checked-before-stripping))
    
*   Shaders: Improved Shader binary compression, it is now utilizing more than one core. ([1375627](https://issuetracker.unity3d.com/issues/go-wide-on-shader-compression))
    
*   Version Control: Fixed capitalization of Pending Changes and File History tab names.  
    
    *   Fixed the amount of spacing after the Item column title in the Pending Changes tab.  
        
    *   Removed pin striping from line items in File History tab.  
        
    *   Fixed project view context menu and icons missing after Collaborate project migration.  
        
    *   Fixed migrated projects not downloading correctly from Unity Hub.

#### Changes

*   Graphics: Updated SRP to 10.8.1. Release notes available here:  
    
    *   https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.8/changelog/CHANGELOG.html
*   Version Control: Updated Verson Control to 1.15.7. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15/changelog/CHANGELOG.html  
    
    *   Moved Plastic Package settings to the Unity Project Settings window.  
        
    *   Refined styling for Updating Workplace success state.  
        
    *   Updated texts for empty state and overview bar.  
        
    *   Removed Incoming Changes notification from empty state.  
        
    *   Updated the text for Forced Checkout option.  
        
    *   Refined the status overlay icons.  
        
    *   Updated the refresh icon on the toolbar.  
        
    *   Updated the texts for empty checkin message dialog.
*   XR: Updated OpenXR package to 1.3.1. Release notes available here:  
    https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.3/changelog/CHANGELOG.html
    

#### Fixes

*   2D: Fixed an issue that per-platform settings does not get applied in Windows platform. ([1376608](https://issuetracker.unity3d.com/issues/psd-importer-uses-default-format-settings-when-overrides-are-selected-on-windows))
    
*   2D: Fixed an issue where Sprite reference missing after loading scene from AssetBundles. ([1274645](https://issuetracker.unity3d.com/issues/sprite-reference-missing-after-loading-scene-from-assetbundles))
    
*   2D: Fixed an issue where Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered. ([1345723](https://issuetracker.unity3d.com/issues/sprite-dot-texture-is-null-when-its-loaded-from-spriteatlas-in-an-assetbundle-and-the-play-mode-is-entered-from-the-prefab-mode))
    
*   2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. ([1378775](https://issuetracker.unity3d.com/issues/height-is-editable-for-a-single-control-point-when-multiple-points-are-selected-in-sprite-shape-controller))
    
*   Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. ([1380909](https://issuetracker.unity3d.com/issues/application-freezes-or-throws-errors-when-built-as-an-aab-file-with-split-application-binary-enabled))
    
*   Android: Fixed the issue that Compass.headingAccuracy will now report one of predefined values instead of 0. ([1304067](https://issuetracker.unity3d.com/issues/android-input-dot-compass-dot-headingaccuracy-is-always-set-to-0))
    
*   Asset Pipeline: Fixed an issue that asset reference no longer getting lost, if asset is modified and domain reload is done in the same refresh. (1357812)
    
*   Audio: Fixed a crash that occurs when removing a custom filter from a game object and then stopping the associated audio source. ([1363271](https://issuetracker.unity3d.com/issues/crash-when-stopping-an-audio-source-using-onaudiofilterread-from-a-destroyed-component))
    
*   Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. ([1346442](https://issuetracker.unity3d.com/issues/crash-when-entering-play-mode-and-serializing-data-after-modifying-script))
    
*   Editor: Fixed a PackageManager memory leak when continuously opening the window. ([1362559](https://issuetracker.unity3d.com/issues/packagemanager-memory-leak-when-continuously-opening-the-window))
    
*   GI: Fixed a warning in editor "The referenced script (Unknown) on this Behaviour is missing!" which can occur aften opening the Environments Tab of the Lighting Window. ([1367809](https://issuetracker.unity3d.com/issues/warnings-in-the-console-when-live-recompiling-scripts-after-editing-the-scenes-lighting-properties))
    
*   GI: Fixed an issue that caused baked lighting to still be visible even after scene unload. This could happen when using addressables for example. (1373923)
    
*   GI: Fixed an issue to ensure that mixed spot/point lights with no shadows bake their direct lighting in subtractive lighting mode. ([1350852](https://issuetracker.unity3d.com/issues/mixed-point-slash-spot-lights-with-shadows-disabled-dont-contribute-direct-light-to-static-objects-on-subtractive-lighting-mode))
    
*   Graphics: Fixed a bug that mip map streaming now works after setting a material with streamable textures on a renderer. ([1302707](https://issuetracker.unity3d.com/issues/materials-applied-to-gameobjects-at-runtime-from-resources-slash-addressables-are-low-resolution-when-texture-streaming-is-enabled))
    
*   Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)
    
*   Graphics: Fixed a missing conversion from compressed blendIndices on D3D platform. ([1365939](https://issuetracker.unity3d.com/issues/compute-buffer-errors-in-the-player-dot-log-when-building-project-with-vertex-compression-set-to-everything))
    
*   IL2CPP: Fixed an issue that blittable types nested in generic types are indeed blittable. ([1368711](https://issuetracker.unity3d.com/issues/computebuffer-dot-setdata-throws-an-error-when-scripting-backend-is-set-to-il2cpp))
    
*   IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. ([1335434](https://issuetracker.unity3d.com/issues/ios-il2cpp-try-catch-when-filter-fails))
    
*   Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. ([1373945](https://issuetracker.unity3d.com/issues/new-input-system-windows-native-backend-gets-stuck-in-infinite-loop-when-usb-hid-device-with-0xffff-usage-max-is-plugged-in))
    
*   iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. ([1374229](https://issuetracker.unity3d.com/issues/application-crashes-when-switching-to-autorotation-with-the-only-available-option-being-a-reverse-portrait))
    
*   iOS: Fixed game objects' colors in light mode. ([1379817](https://issuetracker.unity3d.com/issues/gameobjects-are-rendered-with-different-colors-in-the-ios-build))
    
*   Kernel: Fixed an issue where low bit set in `NativeArray` buffer pointer assumes `NativeArray` is created by `NativeList.AsDeferredJobArray` which is not always the case. In some cases `NativeArray` can be created by `NativeArray.GetSubArray`, where pointer would have lowest bit set for odd byte aligned offset. ([1294627](https://issuetracker.unity3d.com/issues/nativearray-dot-getsubarray-with-an-odd-index-number-is-empty-when-passed-to-ijob-as-argument))
    
*   License: Fixed an license error that prevents upgrading any existing project to 2022.1.0a14. ([1377916](https://issuetracker.unity3d.com/issues/unable-to-open-slash-upgrade-any-existing-project-to-2022-dot-1-0a14-due-to-license-errors))
    
*   Linux: Fixed an issue that mouse scroll wheel inputs are ignored when providing inputs through RDP. ([1372701](https://issuetracker.unity3d.com/issues/linux-editor-ignores-mouse-scroll-wheel-input-when-providing-inputs-through-rdp))
    
*   Mono: Fixed an issue where the timeout of a HttpClient handler was not being used for requests. ([1365107](https://issuetracker.unity3d.com/issues/timeout-value-does-not-propagate-when-using-a-delegatinghandler-as-the-main-httpclient-handler))
    
*   Physics: Fixed an issue that HingeJoint2D now correctly returns its reaction torque and that the joint break-limits use the absolute magnitude of the reaction torque. ([1384707](https://issuetracker.unity3d.com/issues/hingejoint2d-reactiontorque-is-zero))
    
*   Physics: Fixed an issue where multi-selecting Articulation Bodies would set some properties to the same value. ([1379145](https://issuetracker.unity3d.com/issues/anchors-rotation-value-becomes-the-same-when-selecting-multiple-game-objects-with-the-articulation-body-component))
    
*   Scripting: Fixed Analyzer from package failures, when the project name have whitespaces. ([1383680](https://issuetracker.unity3d.com/issues/roslyn-analyzers-cause-a-compiler-error-when-project-name-contains-white-spaces))
    
*   Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. ([1378555](https://issuetracker.unity3d.com/issues/shader-graph-editor-performance-is-slow-when-skip-unused-shader-features-is-selected-in-the-shader-variant-dropdown))
    
*   uGUI: Fixed an issue that when a canvas is created manually by the user for a Template element (inside Dropdown), its Sorting Layer is no longer overriden. ([1343542](https://issuetracker.unity3d.com/issues/child-canvas-sorting-layer-is-changed-to-the-same-value-as-the-parent-canvas-after-interacting-with-dropdown-ui-object))
    
*   uGUI: Fixed an issue where uGUI was not be able to tell which gameview (screen) was clicked on as the mechanics for playmode dont work the same. ([1315870](https://issuetracker.unity3d.com/issues/onmousedown-is-not-called-when-clicking-on-a-gameobject-when-targeting-displays-other-than-display-1))
    
*   UI Toolkit: Fixed focus on ListView when scrolling. ([1271674](https://issuetracker.unity3d.com/issues/uielements-multiple-listviews-textfield-items-inherit-the-selected-textfields-text-when-scrolling-down-slash-up-in-the-window))
    
*   VFX Graph: Fixed an issue that Visual Effects in prefabs no longer always show as modified. ([1285787](https://issuetracker.unity3d.com/issues/prefab-visual-effects-in-prefabs-always-show-as-modified))
    
*   WebGL: Fixed a tapping sound when pausing audio. ([1238052](https://issuetracker.unity3d.com/issues/webgl-pausing-audio-source-causes-continuous-tapping-sounds-in-firefox-browser))
    
*   WebGL: Fixed an issue with AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). ([1337312](https://issuetracker.unity3d.com/issues/audio-is-not-looping-when-using-playscheduled-in-webgl-build))
    

#### 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