### Known Issues in 2020.3.32f1

*   Animation: Animation state properties not visible when the state has an outgoing transition ([1412466](https://issuetracker.unity3d.com/issues/animation-state-properties-not-visible-when-the-state-has-an-outgoing-transition))
    
*   Asset - Database: Texture size increased on first build when 'Compress Textures/Assets on Import' is enabled ([1397965](https://issuetracker.unity3d.com/issues/texture-size-increased-on-first-build-when-compress-textures-slash-assets-on-import-is-enabled))
    
*   DOTS: "IndexOutOfRangeException" errors appear when entering Play Mode if using "AsDeferredJobArray" ([1395710](https://issuetracker.unity3d.com/issues/errors-appear-when-entering-play-mode-if-using-asdeferredjobarray))
    
*   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 on Try block ends without any catch, finally, nor fault handler ([1400410](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-on-try-block-ends-without-any-catch-finally-nor-fault-handler))
    
*   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))
    
*   MacOS: \[M1\]\[Rosetta\] Editor crashes on mono\_arch\_patch\_callsite when opening the project ([1390659](https://issuetracker.unity3d.com/issues/m1-rosetta-editor-crashes-on-mono-arch-patch-callsite-when-opening-the-project))
    
*   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))
    
*   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))
    

### 2020.3.32f1 Release Notes

#### Improvements

*   Scripting: Editor will display a warning if trying to open a project with an External Code Editor which was removed. (1401221)

#### Changes

*   Graphics: Encoding R8, R16, RFloat and RHalf to EXR now encodes to a grayscale image. (1343287)

#### Fixes

*   AI: Fixed game freezing when using NavMesh.Raycast() with a NavMesh that contains an unexpected invalid polygon. (1346645)
    
*   Android: Fixed a crash with Vulkan when putting app into background during startup. ([1399459](https://issuetracker.unity3d.com/issues/android-vulkan-application-crashes-upon-opening-after-putting-it-to-sleep-while-in-the-loading-screen))
    
*   Asset Bundles: Fixed regression where skinned mesh were no longer being compressed. ([1391542](https://issuetracker.unity3d.com/issues/asset-bundle-size-incrementally-increases-when-updating-the-unity-editor-and-rebuilding-the-asset-bundle))
    
*   Asset Pipeline: Fixed an issue that assets are not checked out in Version Control when the NavMesh changes after baking. ([1321912](https://issuetracker.unity3d.com/issues/navmesh-assets-arent-checked-out-in-version-control-when-the-navmesh-changes-after-baking))
    
*   Core: Fixed an issue that the message "Connection is no longer valid.Calling auto disconnect" appears when closing Player. ([1336988](https://issuetracker.unity3d.com/issues/profiler-throws-auto-disconnect-error-when-closing-player-abruptly))
    
*   Editor: Fixed an issue where keyUp events are never received in the macOS editor under playmode. ([1380143](https://issuetracker.unity3d.com/issues/macos-keyboard-input-keys-sticky-and-get-stuck-axis-when-low-frame-rate-on-macos))
    
*   GI: Fixed a bug where environment lighting from an additively loaded scene would be ignored, when unloading the base scene, and that scene contains a light probe group. ([1324966](https://issuetracker.unity3d.com/issues/previously-loaded-scenes-ambient-light-is-applied-to-a-gameobject-when-loading-a-scene-with-loadscene-additive))
    
*   GI: Fixed a crash when adding another scene to the Hierarchy window. ([1394168](https://issuetracker.unity3d.com/issues/editor-crashes-when-adding-another-scene-to-the-hierarchy-window))
    
*   Graphics: Fixed a hang on repeated calls to GraphicsBuffer.CopyCount. ([1353308](https://issuetracker.unity3d.com/issues/crash-with-graphicsbuffer-dot-copycount-on-dx11-with-intel-integrated-graphics))
    
*   Graphics: Fixed an "async texture load" error that MicroSplat terrain texture cannot be loaded. ([1351248](https://issuetracker.unity3d.com/issues/ios-microsplat-terrain-texture-cannot-be-loaded-due-to-async-texture-load-error))
    
*   Graphics: Fixed splash screen getting rendered at slightly darker color when drawing it from script and the project uses linear color space. ([1369235](https://issuetracker.unity3d.com/issues/after-building-the-project-splash-screen-is-darker-when-called-using-code))
    
*   Graphics: Fixed sRGB graphicsFormat selection for rendertextures, now allowing selection of sRGB format. ([1295276](https://issuetracker.unity3d.com/issues/cant-select-srgb-color-format-for-render-texture-on-hdrp-project))
    
*   IL2CPP: Fixed a il2cpp.exe crashing on machines that used more than 64 threads. (1389102)
    
*   IL2CPP: Fixed an error that marshaling of delegates with by reference types is now supported when the return type is blittable. ([1399978](https://issuetracker.unity3d.com/issues/il2cpp-android-marshaldirectiveexception-error-when-using-microsoft-onnxruntime-and-building-on-android-with-il2cpp))
    
*   IL2CPP: Fixed an error with builds where C# comments contained multiple slashes/backslashes separated by whitespace. ([1391435](https://issuetracker.unity3d.com/issues/il2cpp-buildfailedexception-and-bee-errors-are-thrown-in-the-console-window-when-building-project-for-android))
    
*   iOS: Fixed an issue that .meta files are no longer included in build for plugins of .plugin type. ([1184957](https://issuetracker.unity3d.com/issues/possibly-ios-unity-meta-files-are-generated-in-the-plugin-directory-and-then-copied-to-plugins-directory-in-the-xcode-build))
    
*   iOS: Fixed CoreText warning spam on iOS15. ([1397966](https://issuetracker.unity3d.com/issues/ios-15-coretext-warnings-are-spammed-constantly-when-using-text-ui-on-ios-15-devices))
    
*   iOS: Fixed value of Screen.safeArea retrieved during initialization of packages. ([1288515](https://issuetracker.unity3d.com/issues/ios-wrong-screen-dot-safearea-values-are-retrieved-when-the-xrloader-is-initialized-and-device-with-a-notch-is-used), [1378593](https://issuetracker.unity3d.com/issues/ios-15-screen-dot-safearea-dot-width-returns-incorrect-value-when-devices-orientation-is-switched-to-landscape-mode))
    
*   macOS: Fixed a rare crash in GameView pointing to BufferMetal::IsBusy. ([1405248](https://issuetracker.unity3d.com/issues/editor-crashes-on-buffermetal-isbusy-after-opening-a-scene))
    
*   macOS: Fixed an issue that <Rosetta> will now correctly appear in the title bar next to the graphics mode if running under Rosetta 2. ([1329708](https://issuetracker.unity3d.com/issues/macos-there-is-no-way-to-tell-if-you-are-running-under-rosetta))
    
*   Package Manager: Fixed an error message that license error with a descriptive error message will be displayed. (1396272)
    
*   Particles: Fixed a flickering when using Mesh GPU Instancing. ([1390346](https://issuetracker.unity3d.com/issues/particles-are-flickering-when-in-play-mode))
    
*   Prefabs: Fixed an issue that memory gets allocated for GC each frame when using PrefabStageUtility.GetPrefabStage(). ([1343935](https://issuetracker.unity3d.com/issues/memory-gets-allocated-for-gc-each-frame-when-using-prefabstageutility-dot-getprefabstage))
    
*   Serialization: Fixed crash when entering into playmode and user would change domain during OnBeforeSerialize. ([1316002](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-entering-play-mode-after-restarting-the-editor))
    
*   UI: Fixed an issue which causes duplicated UI draw calls to show up in the Framedebugger. ([1342417](https://issuetracker.unity3d.com/issues/frame-debugger-android-there-are-two-draw-mesh-calls-instead-of-one-when-profiling-on-an-android-device))
    
*   UI: Fixed build error when \_MainTex is not present in ui shader. ([1394042](https://issuetracker.unity3d.com/issues/error-is-thrown-in-build-when-using-shader-with-no-maintex-property))
    
*   VFX Graph: Fixed an unexpected behavior while using Simulate on a paused effect. ([1355385](https://issuetracker.unity3d.com/issues/vfx-particle-simulation-doesnt-match-the-reference-vfx-when-using-visualeffect-dot-simulate))
    
*   Windows: Fixed player window position being offset from the left side of the screen when running in windowed mode at a resolution that doesn't fully fit inside the display. ([1378303](https://issuetracker.unity3d.com/issues/windowed-standalone-player-is-offset-from-the-edge-of-the-screen-when-built-for-native-resolution-on-windows))
    

#### 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 2020.3.32f1

#### Packages updated

*   com.unity.xr.windowsmr: [4.6.1](https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@4.6//changelog/CHANGELOG.html) → [4.6.2](https://docs.unity3d.com/Packages/com.unity.xr.windowsmr@4.6//changelog/CHANGELOG.html)