### Known Issues in 2020.3.27f1

*   AI Navigation: 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))
    
*   Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 ([1390123](https://issuetracker.unity3d.com/issues/animation-playback-is-incorrect-when-using-asset-bundle-exported-from-unity-5-dot-6-7f1))
    
*   Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle ([1391542](https://issuetracker.unity3d.com/issues/asset-bundle-size-incrementally-increases-when-updating-the-unity-editor-and-rebuilding-the-asset-bundle))
    
*   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: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android ([1391435](https://issuetracker.unity3d.com/issues/il2cpp-buildfailedexception-and-bee-errors-are-thrown-in-the-console-window-when-building-project-for-android))
    
*   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))
    
*   Inspector Framework: LEGO microgame, missing dropdown from inspector Specific Action field ([1387037](https://issuetracker.unity3d.com/issues/lego-microgame-missing-dropdown-from-inspector-specific-action-field))
    
*   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))
    
*   Physics: Cloth performance drops when increasing the number of GameObjects with Cloth and then decreasing it ([1173457](https://issuetracker.unity3d.com/issues/cloth-performance-drops-when-displaying-more-gameobjects-with-cloth-and-then-hiding-them-off-screen))
    
*   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/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: Error CS8035 is thrown on opening a project when using rulesets ([1349517](https://issuetracker.unity3d.com/issues/error-cs8035))
    
*   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))
    
*   Shader System: Shader stripping crashes when it gets too many variants ([1388530](https://issuetracker.unity3d.com/issues/shader-stripping-crashes-when-it-gets-too-many-variants))
    
*   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))
    
*   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))
    
*   uGUI: Prefab is glitchy while editing in Prefab Mode when parent Canvas Render Mode is set to Screen Space - Camera ([1394756](https://issuetracker.unity3d.com/issues/prefab-is-glitchy-when-editing-in-prefab-mode-in-a-custom-ui-environment))
    
*   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))
    

### 2020.3.27f1 Release Notes

#### Improvements

*   Physics: Improved the performance of recreating 2D colliders under some circumstances. ([1384863](https://issuetracker.unity3d.com/issues/physics2d-dot-destroyshapes-has-an-enormous-impact-on-performances-even-when-very-few-physics-shapes-exist))
    
*   XR: Fixed TryGetBoundaryPoints to return proper boolean values.
    

#### Fixes

*   AI: Fixed an issue that the NavMesh.CalculatePath is missing link exit corner. ([1373302](https://issuetracker.unity3d.com/issues/the-navigation-system-returns-an-incorrect-path-when-links-are-involved))
    
*   Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. ([1368858](https://issuetracker.unity3d.com/issues/android-run-in-background-is-turned-off-when-selecting-the-android-platform-and-switching-back-to-the-standalone-platform))
    
*   Android: Fixed baking reflectionprobes with Vulkan Editor and build target Android. ([1344866](https://issuetracker.unity3d.com/issues/image-invalid-format-error-is-thrown-when-generating-lights-on-vulkan-graphics-api-and-android-build-target))
    
*   Asset Import: Fixed an additional "Downloading from cache server" progress bar update just prior to beginning the cache server download during asset import. ([1352678](https://issuetracker.unity3d.com/issues/import-progress-bar-doesnt-refreshing-when-downloading-from-cache))
    
*   Asset Pipeline: Fixed an issue where importing multiple fonts could cause errors to be thrown by the Asset Database. ([1370398](https://issuetracker.unity3d.com/issues/errors-are-thrown-when-re-importing-asset-folders-containing-ttf-files))
    
*   Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. ([1384729](https://issuetracker.unity3d.com/issues/incorrect-dependencies-in-assetdatabase-dot-getdependencies))
    
*   Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. ([1357782](https://issuetracker.unity3d.com/issues/all-files-are-deleted-when-building-an-ios-player-to-the-desktop))
    
*   Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. ([1327550](https://issuetracker.unity3d.com/issues/build-doesnt-fail-when-buildfailedexception-is-thrown-in-the-postprocessscene-callback-and-the-build-button-is-used))
    
*   Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. ([1362634](https://issuetracker.unity3d.com/issues/editor-crashes-after-assertion-failed-on-expression-input-end-equals-end-error-when-opening-game-view))
    
*   Editor: Fixed a ReorderableList flicker when moving between multiple inspectors. ([1353819](https://issuetracker.unity3d.com/issues/moving-the-mouse-around-2-inspector-windows-which-show-arrays-of-different-levels-makes-the-elements-in-the-inspectors-flicker))
    
*   Editor: Fixed an issue that last opened project will not be loaded during license activation in batchmode if no project path is specified explicitly (-createproject, -projectpath, -openfile flags). ([1337076](https://issuetracker.unity3d.com/issues/activating-unity-license-in-batch-mode-tries-to-open-last-opened-project))
    
*   Editor: Fixed Shift-selection issues in the Project Window when it's set to use the Two Column Layout. ([1361464](https://issuetracker.unity3d.com/issues/multiselect-with-the-keyboard-does-not-work-as-intended-when-using-arrows-shift-and-ctrl))
    
*   GI: Fixed a crash when baking 4K lightmap with maximum AA setting. ([1318800](https://issuetracker.unity3d.com/issues/openrl-error-is-thrown-slash-editor-crashes-when-generating-lighting-with-4096-max-lightmap-size))
    
*   GI: Fixed an issue that light probe now produces valid output when punctual light overlaps it. ([1242829](https://issuetracker.unity3d.com/issues/point-lights-have-no-guard-when-light-probes-are-near-or-overlapping-them-in-progressive-lightmapper))
    
*   GI: Fixed an issue where switching a texture importer to Lightmap type would change the appearance of the texture preview when in Linear color space. ([1352673](https://issuetracker.unity3d.com/issues/webgl-lightmap-gets-darker-when-changing-to-compressed-or-higher-than-16-bit-texture-format-and-switched-to-webgl-platform))
    
*   Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. ([1249348](https://issuetracker.unity3d.com/issues/unity-recorder-crash-in-shader-getsubshaderwithtagvalue-after-loading-a-scene-asynchronously-while-recording-a-360-view-movie))
    
*   Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported. ([1355265](https://issuetracker.unity3d.com/issues/edge-artifacts-are-not-fixed-when-alpha-is-transparency-parameter-is-enabled-on-the-texture))
    
*   IL2CPP: Fixed an IL2CPP crash caused by High managed code stripping producing invalid IL. ([1358995](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-managed-stripping-level-is-set-to-high))
    
*   IMGUI: Fixed an issue when deleting a material from the Particle System's Inspector, it no longer breaks the inspector. ([1379541](https://issuetracker.unity3d.com/issues/particles-inspector-breaks-and-errors-are-thrown-when-the-material-field-is-deleted-from-the-particle-system))
    
*   iOS: Fixed a rare crash when quiting app during orientation change. (1389840)
    
*   Kernel: Fixed Application.targetFrameRate to not cause jitter in Time.deltaTime measurements. ([1373355](https://issuetracker.unity3d.com/issues/uwp-application-dot-targetframerate-doesnt-work-when-building-in-uwp))
    
*   macOS: Fixed a bug where Unity apps could crash if shut down quickly after startup. ([1272819](https://issuetracker.unity3d.com/issues/macos-built-player-crashes-sometimes-when-exiting-it))
    
*   Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)
    
*   Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. ([1345964](https://issuetracker.unity3d.com/issues/physics2d-dot-getlayercollisionmask-and-setlayercollisionmask-are-returning-values-that-do-not-match-the-editor))
    
*   Prefabs: Fixed a crash when setting hide flags on PrefabInstance objects with missing source prefab. ([1381563](https://issuetracker.unity3d.com/issues/crash-when-calling-hideflags-after-removing-missing-nested-prefab))
    
*   Scene Manager: Fixed an issue to align scene and instantiation behavior when loading a new scene between Editor and Build. ([1046181](https://issuetracker.unity3d.com/issues/activescene-differs-between-editor-and-build-when-loading-a-new-scene))
    
*   Scene/Game View: Fixed Scene View camera zooming too far when using middle mouse wheel scroll with a very small object framed. ([1300336](https://issuetracker.unity3d.com/issues/scene-camera-zoom-sensitivity-is-not-high-enough))
    
*   Scripting: Fixed an issue that C# scripts containing invalid characters in disabled conditional sections are now correctly imported. ([1279339](https://issuetracker.unity3d.com/issues/unity-doesnt-recognise-the-script-as-monobehaviour-script-when-theres-a-grave-accent-in-an-number-if-false-block-inside-a-namespace))
    
*   Scripting: Fixed an issue when adding "com.unity.ui" and "com.unity.rendering.hybrid" packages to a project, could lead to "Fail to copy dll/pdb" errors when compiling scripts.
    
*   Scripting: Fixed XmlSerializer not working with managed code stripping when using the mono backend. ([1331829](https://issuetracker.unity3d.com/issues/class-get-stripped-when-using-preserve-attribute-with-mono-backend))
    
*   Serialization: Fixed TypeTreeCache cache key computation. ([1377929](https://issuetracker.unity3d.com/issues/editor-and-player-crashes-on-build-when-the-built-scene-contains-a-dictionary-with-serializefield-and-added-values))
    
*   Shaders: Fixed a compiler error with missing splat constructors with some platform compilers. ([1352016](https://issuetracker.unity3d.com/issues/glsl-compilation-fails-with-implicit-cast-from-float-to-vec2-error-when-using-opengl-slash-vulkan))
    
*   Shaders: Fixed a crash when using SV\_COVERAGE in a fragment input. ([1379259](https://issuetracker.unity3d.com/issues/android-sv-coverage-gets-mistranslated-from-hlsl-to-glsl-when-compiling-and-causing-a-compile-error))
    
*   Shaders: Fixed a warning in surface shaders when setting dithercrossfade about upgrading to target 3.0 when the target was already sufficient. ([1358042](https://issuetracker.unity3d.com/issues/number-pragma-target-3-dot-0-compile-error-non-hlsl))
    
*   UI Toolkit: Fixed Hierarchy Duplicate command sometimes not working on Windows for UI Builder.
    
*   UI Toolkit: Fixed null checks against UXML Traits returning null references. ([1372713](https://issuetracker.unity3d.com/issues/nullreferenceexception-error-appears-when-creating-uidocument-in-ui-toolkit))
    
*   Universal Windows Platform: Fixed Application.targetFrameRate rendering at significantly lower frame rate than specified. ([1373355](https://issuetracker.unity3d.com/issues/uwp-application-dot-targetframerate-doesnt-work-when-building-in-uwp))
    
*   Video: Fixed a crash on MediaEncoder\_CUSTOM\_Internal\_AddFrame\_Injected when pushing a frame into MediaEncoder that has been disposed. ([1368301](https://issuetracker.unity3d.com/issues/crash-on-mediaencoder-custom-internal-addframe-injected-when-pushing-a-frame-into-mediaencoder-that-has-been-disposed))
    
*   Video: Fixed a crash when aspect ratio is too big. ([1347100](https://issuetracker.unity3d.com/issues/editor-crash-crash-on-videoclipimporter-dot-getpreviewtexture-when-clicking-on-an-mp4-video-in-the-editor))
    
*   Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. ([1373881](https://issuetracker.unity3d.com/issues/high-performance-when-an-icon-is-set-as-a-cursor-for-the-first-time-with-setcursor-on-windows))
    
*   XR: Fixed an issue that Mock HMD no longer spews errors in play mode: "Attempting to determine the size of an unknown feature type Id \[-1\].". ([1289987](https://issuetracker.unity3d.com/issues/xr-sdk-mockhmd-xri-console-is-spammed-with-errors-when-using-mock-hmd-in-editor-in-play-mode))
    

#### 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
    

#### Package changes in 2020.3.27f1

#### Packages updated

*   com.unity.inputsystem: [1.2.0](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.2//changelog/CHANGELOG.html) → [1.3.0](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.3//changelog/CHANGELOG.html)
    
*   com.unity.xr.oculus: [1.11.0](https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11//changelog/CHANGELOG.html) → [1.11.2](https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11//changelog/CHANGELOG.html)