### Known Issues in 2020.3.34f1

*   Animation: 'Make transition' option is not displayed when right-clicking on the Animation State ([1413918](https://issuetracker.unity3d.com/issues/make-transition-option-is-not-displayed-when-right-clicking-on-the-animation-state))
    
*   DirectX11: Random-write to UAV texture from shadowcaster shader causes GPU hang when filtering Scene Hierarchy objects ([1417589](https://issuetracker.unity3d.com/issues/random-write-to-uav-texture-from-shadowcaster-shader-causes-gpu-hang-when-filtering-scene-hierarchy-objects))
    
*   DOTS: \[Plaforms\] Build Configuration General Settings only lets to change Major and Minor versions in 0.50 Platforms version ([1415919](https://issuetracker.unity3d.com/issues/plaforms-build-configuration-general-settings-only-lets-to-change-major-and-minor-versions-in-0-dot-50-platforms-version))
    
*   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).
    
*   Inspector Framework: Tooltips are not shown when hovering over name of the value in the Inspector ([1415921](https://issuetracker.unity3d.com/issues/tooltips-are-not-shown-when-hovering-over-name-of-the-value-in-the-inspector))
    
*   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))
    
*   Physics: Crash on internalABP::ABP\_PairManager::addPair when switching to ArticulationJointType.SphericalJoint during runtime ([1418715](https://issuetracker.unity3d.com/issues/crash-on-internalabp-abp-pairmanager-addpair-when-switching-to-articulationjointtype-dot-sphericaljoint-during-runtime))
    
*   Quality of Life: ReorderableList out of bounds exeception ([1399803](https://issuetracker.unity3d.com/issues/reorderablelist-out-of-bounds-exeception))
    
*   Quality of Life: \[Mac\] ShortcutManager ignores Shift modifier ([1424655](https://issuetracker.unity3d.com/issues/mac-shortcutmanager-ignores-shift-control-and-option-modifiers))
    
*   Scene/Game View: Game Object Material starts flickering when dragging new material over other Game Object that touches first Object ([1423053](https://issuetracker.unity3d.com/issues/game-object-material-starts-flickering-when-dragging-new-material-over-other-game-object-that-touches-first-object))
    
*   Serialization: Editor crash when deserializing an array of a type with a nested fixed-size buffer field ([1400774](https://issuetracker.unity3d.com/issues/editor-crash-when-deserializing-an-array-of-a-type-with-a-nested-fixed-size-buffer-field))
    
*   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))
    
*   Texture: File could not be read error is thrown when a 16 bit .tif file is present in the project ([1404047](https://issuetracker.unity3d.com/issues/file-could-not-be-read-error-is-thrown-when-a-16-bit-tif-file-is-present-in-the-project))
    

### 2020.3.34f1 Release Notes

#### API Changes

*   Editor: Removed: Made Il2CppEagerStaticClassConstructionAttribute internal to avoid conflicts with other definitions outside of the package.
    
*   iOS: Added: iPad Air 5 and iPhone SE 3 to devices.
    

#### Fixes

*   AI: Fixed unidirectional NavMesh links creating erroneous connection between polygons. ([1328727](https://issuetracker.unity3d.com/issues/unidirectional-navmeshlink-results-in-navmeshagents-pathing-incorrectly))
    
*   Core: Removed disposed NativeArray and NativeSlice check when iterating or accessing properties like Length due to a performance regression when collections checks are enabled. (1393315)
    
*   Editor: Fixed an issue where if the Gameview was a fixed size, upon opening the editor the the Gameview was in the background it wouldn't update its size value properly. ([1378321](https://issuetracker.unity3d.com/issues/camera-resolution-is-set-to-default-when-opening-the-editor))
    
*   Editor: Fixed NullReference when showing UnityEvent popup and the GameObject contained a component with a missing script. ([1388739](https://issuetracker.unity3d.com/issues/unityevent-nullreference-error-is-thrown-when-selecting-a-unityevent-function-for-a-gameobject-that-has-a-missing-script))
    
*   GI: Fixed NaN artifacts that were sometimes appearing in lightmap when sampling a rectangle light. ([1360935](https://issuetracker.unity3d.com/issues/hdrp-light-artifacts-are-generated-in-the-scene-when-the-number-of-samples-is-more-than-400))
    
*   Graphics: Fixed a setScissorRect crashing on metal when adjusting panels in editor. ([1256241](https://issuetracker.unity3d.com/issues/setscissorrect-crashes-on-metal-when-adjusting-panels-in-editor))
    
*   Graphics: Fixed build prints out (Can't delete buffers from graphics jobs) logs in the console. (1384840)
    
*   Graphics: Fixed overlay camera stacking is not working on MacOS when using OpenGLCore with MSAA. ([1250331](https://issuetracker.unity3d.com/issues/macos-overlay-camera-stacking-is-not-working-when-using-openglcore))
    
*   Graphics: Fixed shadow maps in frame debugger. ([1278463](https://issuetracker.unity3d.com/issues/game-view-is-black-when-using-frame-debugger-in-render-main-shadowmap))
    
*   IL2CPP: Corrected the behavior of byte to integer conversions when they happen across basic blocks (e.g. inside the ternary operator). ([1382752](https://issuetracker.unity3d.com/issues/ternary-operation-with-implicit-type-conversion-from-byte-returns-incorrect-value-when-the-operation-is-done-in-webgl-build))
    
*   IL2CPP: Corrected the Socket SendTimeout and GetTimeout property getter implementations on Posix platforms. ([1403251](https://issuetracker.unity3d.com/issues/android-il2cpp-sendtimeout-returns-incorrect-values-when-project-is-built-with-il2cpp))
    
*   IL2CPP: Fixed an issiue to allow blittable, generic value types to be marshaled as delegate parameters. ([1348863](https://issuetracker.unity3d.com/issues/il2cpp-does-not-support-marshaling-of-blittable-generic-structs))
    
*   IL2CPP: Fixed an issue to ensure that exception handlers are properly sorted internally to avoid code conversion errors with System.Text.Json (and maybe other assemblies). ([1400410](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-on-try-block-ends-without-any-catch-finally-nor-fault-handler))
    
*   License: Increased timeouts of license client and disable signature validation.
    
*   Networking: Fixed an issue that UnityTLS client API doesn't correctly validate certificates. (1413222)
    
*   Networking: Fixed UnityWebRequest: filter error display in players Developer console the same way as in Editor. (1413106)
    
*   Package Manager: Fixed an issue that in "My Assets" tab, some package thumbnails lead to wrong target URLs.
    
*   Package Manager: Fixed an issue where UPM would hang for five seconds when exiting. (1409591)
    
*   Package Manager: Fixed bug where Package Manager window In Project list would be empty for a newly created project. ([1350368](https://issuetracker.unity3d.com/issues/package-manager-in-project-packages-take-a-while-to-load-initially-every-time-a-project-is-opened))
    
*   Particles: Fixed a particle flickering. (1415307)
    
*   Physics: Fixed an issue with cloth interpolation where tabbing in/out of an application on Windows Players would cause the component to behave erratically. ([1380001](https://issuetracker.unity3d.com/issues/cloth-material-glitches-out-when-running-at-inconsistent-framerate-or-during-a-short-game-freeze))
    
*   Scripting: Fixed filtering of assemblies by platform constraints not working and by defines. ([1373388](https://issuetracker.unity3d.com/issues/found-plugins-with-same-names-error-is-thrown-for-the-microsoft-extensions-logging-package-when-building-on-android-platform))
    
*   Shaders: Added missing eye index setup macro in surface shader. ([1406798](https://issuetracker.unity3d.com/issues/xr-built-in-rp-surface-shader-unity-setup-stereo-eye-index-post-vertex-is-missing-from-custom-surface-shader))
    
*   Shaders: Fixed a bug where HLSLcc was not using half precision temps when multiple half precision sample instructions targeted the same temp register. ([1383901](https://issuetracker.unity3d.com/issues/fp32-is-used-for-a-temporary-when-compiling-a-shader-for-gles-or-vulkan))
    
*   uGUI: Fixed issue in TimeManager that led to unscaledDeltaTime to be 0, cascading to other areas such as the ScrollRect code that produced a NaN in resulting calculations. ([1375087](https://issuetracker.unity3d.com/issues/quest-xr-dragging-a-scrollrect-makes-it-disappear-and-set-nan-values))
    
*   Universal Windows Platform: Fixed development builds not starting up on Windows 10 versions prior to build 15063.
    
*   Universal Windows Platform: Fixed games sometimes running on integrated GPU on certain laptops. UWP player will now behave like Windows Standalone and will always try to run on the dedicated GPU. ([1394866](https://issuetracker.unity3d.com/issues/unity-player-is-using-integrated-gpu-instead-of-dedicated-when-using-universal-windows-platform))
    
*   Universal Windows Platform: Fixed SystemInfo.operatingSystem returning wrong Windows version on some versions of Windows (notably builds 18363, 19042, 19043 and 19044). ([1400786](https://issuetracker.unity3d.com/issues/uwp-os-version-detection-is-wrong-on-some-windows-versions))
    
*   WebGL: Fixed video playback in Firefox to loop seamlessly. For more information, see https://bugzilla.mozilla.org/show\_bug.cgi?id=1668591. ([1267333](https://issuetracker.unity3d.com/issues/theres-a-black-frame-in-a-video-on-firefox-browser-when-the-video-loops))
    
*   WebGL: Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects. ([1225254](https://issuetracker.unity3d.com/issues/webgl-urp-large-memory-allocations-on-builds-when-many-objects-are-visible-in-the-viewport-while-using-integrated-gpu))
    
*   Windows: Fixed "-monitor" argument incorrectly affecting the target display when desired window bounds exceed the resolution of the target display. ([1401606](https://issuetracker.unity3d.com/issues/unity-window-not-launching-from-specified-hardware-display-when-using-command-line-arguments))
    
*   XR: Fixed issue where duplicate UnitySubsystemsManifest.json files were added while building XR app for Android with Build App Bundle option. This removes duplicates for OpenXR, Oculus, and MockHMD. ([1411616](https://issuetracker.unity3d.com/issues/android-openxr-including-openxr-in-an-android-aab-split-build-causes-the-build-to-fail))
    
*   XR: Fixed occlusion mesh showing up when stereo is disabled. ([1307273](https://issuetracker.unity3d.com/issues/xr-sdk-mockhmd-secondary-camera-does-not-render-into-full-render-texture))
    
*   XR: Fixed Oculus Quest software keyboard not showing up on InputField interaction. (1417991)
    

#### 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 2020.3.34f1

#### Packages updated

*   com.unity.burst: [1.6.5](https://docs.unity3d.com/Packages/com.unity.burst@1.6//changelog/CHANGELOG.html) → [1.6.4](https://docs.unity3d.com/Packages/com.unity.burst@1.6//changelog/CHANGELOG.html)
    
*   com.unity.collab-proxy: [1.15.15](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15//changelog/CHANGELOG.html) → [1.15.16](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.15//changelog/CHANGELOG.html)
    
*   com.unity.mathematics: [1.2.5](https://docs.unity3d.com/Packages/com.unity.mathematics@1.2//changelog/CHANGELOG.html) → [1.2.6](https://docs.unity3d.com/Packages/com.unity.mathematics@1.2//changelog/CHANGELOG.html)
    
*   com.unity.nuget.newtonsoft-json: [2.0.0](https://docs.unity3d.com/Packages/com.unity.nuget.newtonsoft-json@2.0//changelog/CHANGELOG.html) → [3.0.2](https://docs.unity3d.com/Packages/com.unity.nuget.newtonsoft-json@3.0//changelog/CHANGELOG.html)
    
*   com.unity.postprocessing: [3.2.1](https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2//changelog/CHANGELOG.html) → [3.2.2](https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2//changelog/CHANGELOG.html)
    
*   com.unity.render-pipelines.core: [10.8.1](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@10.9//changelog/CHANGELOG.html)
    
*   com.unity.render-pipelines.high-definition: [10.8.1](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.9//changelog/CHANGELOG.html)
    
*   com.unity.render-pipelines.high-definition-config: [10.8.1](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition-config@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition-config@10.9//changelog/CHANGELOG.html)
    
*   com.unity.render-pipelines.lightweight: [10.8.1](https://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@10.9//changelog/CHANGELOG.html)
    
*   com.unity.render-pipelines.universal: [10.8.1](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.9//changelog/CHANGELOG.html)
    
*   com.unity.services.core: [1.0.1](https://docs.unity3d.com/Packages/com.unity.services.core@1.0//changelog/CHANGELOG.html) → [1.3.1](https://docs.unity3d.com/Packages/com.unity.services.core@1.3//changelog/CHANGELOG.html)
    
*   com.unity.shadergraph: [10.8.1](https://docs.unity3d.com/Packages/com.unity.shadergraph@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.shadergraph@10.9//changelog/CHANGELOG.html)
    
*   com.unity.visualeffectgraph: [10.8.1](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.8//changelog/CHANGELOG.html) → [10.9.0](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.9//changelog/CHANGELOG.html)
    

**Packages added**

*   [com.unity.collections@1.2.3](https://docs.unity3d.com/Packages/com.unity.collections@1.2//changelog/CHANGELOG.html)
    
*   [com.unity.transport@1.0.0](https://docs.unity3d.com/Packages/com.unity.transport@1.0//changelog/CHANGELOG.html)