### Known Issues in 2020.3.29f1

*   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 - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled (1397965)
    
*   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))
    
*   Editor: Unity Editor crashes when docking one EditorWindow to the side of a docked window ([1397003](https://issuetracker.unity3d.com/issues/unity-editor-crashes-when-docking-one-editorwindow-to-the-side-of-a-docked-window))
    
*   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))
    
*   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))
    
*   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: 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))
    
*   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: Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog ([1400169](https://issuetracker.unity3d.com/issues/unity-2020-dot-3-27f1-randomly-hangs-in-gpu-recorder-code-with-hold-on-dialog))
    
*   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))
    
*   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))
    
*   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))
    

### 2020.3.29f1 Release Notes

#### Fixes

*   Android: Fixed app crashing when calling Cursor.visible or Cursor.SetCursor many time during a frame. ([1380363](https://issuetracker.unity3d.com/issues/android-addressables-player-crashes-with-a-jni-error-error-when-built-on-android))
    
*   Asset Pipeline: Fixed an issue that deleting invalid asset paths don't throw ArgumentNullException when using Perforce as VCProvider. ([1333656](https://issuetracker.unity3d.com/issues/vcs-assetdatabase-assetdatabase-dot-deleteasset-throws-an-error-if-the-path-is-invalid-when-using-perforce-as-vcs))
    
*   Core: Updated libcurl to 7.80. (1383040)
    
*   Editor: Fixed an issue that the Asset Labels UI will now be available when editing package assets providing the asset metafile can be modified. ([1335148](https://issuetracker.unity3d.com/issues/asset-labels-ui-is-not-displayed-when-asset-is-in-a-package))
    
*   Graphics: Fixed a race condition when rendering shadows for multiple lights, and using Particle Systems, Line Renderers or Trail Renderers. (1376967)
    
*   Graphics: Fixed sporadic freeze during texture upload, mainly on ARMv8 platforms. ([1345518](https://issuetracker.unity3d.com/issues/mobile-unity-freezes-after-assetbundle-dot-loadasset-does-not-return))
    
*   Kernel: Fixed unintentional deletion of project assets directory by adding additional checks. ([1382446](https://issuetracker.unity3d.com/issues/fileutil-dot-deletefileordirectory-deletes-the-entire-project-folder-when-it-is-passed-a-null-value))
    
*   macOS: Fixed a bug related to creating a new Unity project 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))
    
*   Particles: Fixed Forcefield Vortex determinism. ([1365909](https://issuetracker.unity3d.com/issues/particle-system-moves-slower-in-play-mode-when-particle-system-force-field-component-is-attached))
    
*   Scripting: Fixed an exception being thrown when resolving a missing assembly because OS does not provide a Global Assembly Cache. ([1383700](https://issuetracker.unity3d.com/issues/an-unhandled-exception-is-thrown-in-the-editor-dot-log-and-console-window-when-trying-to-build-assetbundles))
    
*   Shaders: Fixed an issue where the number of skipped shader variants are now added to the shader compilation log output. (1389276)
    
*   Shaders: Fixed an OOM crash when preparing shaders with a large amount of variants (100M+) for compilation. IPreprocessShaders now processes not more than 1M variants at a time. ([1388530](https://issuetracker.unity3d.com/issues/shader-stripping-crashes-when-it-gets-too-many-variants))
    
*   Shaders: Fixed incorrect errors by adding shader name to the error description when failing to compile or link GLSL shaders. (1378687)
    
*   Shaders: Fixed the output of "Compile and show code" button being capped to 2GB on Windows. ([1378000](https://issuetracker.unity3d.com/issues/on-windows-preprocessed-lit-dot-shader-file-stops-mid-line-when-file-size-is-near-or-more-than-2gb))
    
*   WebGL: Fixed a template breaking if quotation marks are used in company name or product name. ([1370946](https://issuetracker.unity3d.com/issues/webgl-player-is-stuck-on-the-gray-screen-when-company-name-includes-quotation-mark))
    
*   Windows: Fixed a signing issue and now 32-bit Windows standalone player binaries are signed with Unity certificate. ([1382876](https://issuetracker.unity3d.com/issues/32-bit-windows-standalone-player-binaries-are-not-signed))
    

#### 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 2020.3.29f1

#### Packages updated

*   com.unity.burst: [1.4.11](https://docs.unity3d.com/Packages/com.unity.burst@1.4//changelog/CHANGELOG.html) → [1.6.4](https://docs.unity3d.com/Packages/com.unity.burst@1.6//changelog/CHANGELOG.html)
    
*   com.unity.collab-proxy: [1.15.7](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15//changelog/CHANGELOG.html) → [1.15.12](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15//changelog/CHANGELOG.html)