### Known Issues in 2020.3.3f1

*   2D: \[Skinning Editor\] Vertex can't be created after modifying Vertexes weight and when Sprite is from the .psb file ([1322204](https://issuetracker.unity3d.com/issues/skinning-editor-vertex-cant-be-created-after-modifying-vertexes-weight-and-when-sprite-is-from-the-psb-file))
    
*   Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete ([1322086](https://issuetracker.unity3d.com/issues/performance-bug-reported-by-the-dots-team-in-preloadmanager-waitforalloperationtocomplete))
    
*   Windows: \[Windows 7\] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer ([1306350](https://issuetracker.unity3d.com/issues/windows-7-windowsvideomedia-error-0xc00d36b4-error-is-thrown-when-loading-a-video-with-the-videoplayer))
    
*   Scripting: Increased Script Assembly reload time ([1323490](https://issuetracker.unity3d.com/issues/increased-reload-time))
    
*   Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies ([1321141](https://issuetracker.unity3d.com/issues/synchronous-asset-loading-does-not-correctly-load-preload-dependencies))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   Terrain: Crash on TreeRenderer::WillRenderTrees when being in Play Mode for several seconds ([1317966](https://issuetracker.unity3d.com/issues/crash-on-treerenderer-willrendertrees-when-being-in-play-mode-for-several-seconds))
    
*   IMGUI: Contents of a ModalUtility window are invisible when it is launched from a Unity Context Menu ([1313636](https://issuetracker.unity3d.com/issues/error-displaying-showmodalutility-window))
    
*   Global Illumination: Reflection probes doesn't contain indirect scene lighting after the on-demand GI bake from the Lighting window ([1324246](https://issuetracker.unity3d.com/issues/reflection-probes-doesnt-contain-indirect-scene-lighting-after-the-on-demand-gi-bake-from-the-lighting-window))
    
*   Packman: User can't easily configure location of both UPM and Asset Store package local cache ([1317232](https://issuetracker.unity3d.com/issues/user-cant-easily-configure-location-of-both-upm-and-asset-store-package-local-cache))
    
*   Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked ([1248389](https://issuetracker.unity3d.com/issues/linux-inputsystems-mouse-delta-values-do-not-change-when-the-cursor-lockstate-is-set-to-locked))
    
*   Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component ([1298503](https://issuetracker.unity3d.com/issues/crash-when-redoing-and-undoing-pasting-prefabs-in-scene-in-lego-microgame))
    
*   Mono: Built player takes multiple seconds to shut down ([1295072](https://issuetracker.unity3d.com/issues/built-player-takes-multiple-seconds-to-shut-down))
    
*   Global Illumination: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High ([1319133](https://issuetracker.unity3d.com/issues/speedtree-asset-breaks-when-trying-to-lightmap))
    
*   MacOS: Resigning Unity built macOS app results in "code signature data out of place" out of place error ([1324168](https://issuetracker.unity3d.com/issues/resigning-unity-built-macos-app-results-in-code-signature-data-out-of-place-out-of-place-error))
    
*   Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 ([1319488](https://issuetracker.unity3d.com/issues/cloth-is-broken-when-parent-gameobject-scale-is-lower-than-1-and-surface-penetration-constraints-are-set-0))
    
*   Asset Importers: \[Performance Regression\] Importing an fbx model is noticeably slower when the model contains Animations ([1265275](https://issuetracker.unity3d.com/issues/performance-regression-importing-an-fbx-model-is-noticeably-slower-when-the-model-contains-animations))
    
*   Mobile: FixedUpdate gets called multiple times before the first Update when Build is run on a Device ([1318647](https://issuetracker.unity3d.com/issues/mobile-fixedupdate-gets-called-multiple-times-before-the-first-update-when-build-is-run-on-a-device))
    
*   Scripting: Increased script compilation time ([1317926](https://issuetracker.unity3d.com/issues/increased-script-compilation-time))
    
*   XR: OpenXR + URP + UWP rendering stuck ([1323833](https://issuetracker.unity3d.com/issues/openxr-plus-urp-plus-uwp-rendering-stuck))
    
*   MacOS: \[macOS\] "build is damaged and cannot be opened" error when downloading Unity build from internet ([1323501](https://issuetracker.unity3d.com/issues/macos-build-is-damaged-and-cannot-be-opened-error-when-downloading-unity-build-from-internet))
    
*   Shader System: Editor crashes on UpgradeOldShaderSyntax when shaders are being upgraded during importing process ([1299790](https://issuetracker.unity3d.com/issues/editor-crashes-on-upgradeoldshadersyntax-when-shaders-are-being-upgraded-during-importing-process))
    
*   Scripting: Crashes on mono\_class\_init when entering Play Mode after recompiling scripts ([1262671](https://issuetracker.unity3d.com/issues/crashes-on-mono-class-init-when-entering-play-mode-after-recompiling-scripts))
    
*   Asset Importers: Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High ([1313968](https://issuetracker.unity3d.com/issues/wintermute-geometry-verify-errors-are-spammed-when-baking-a-mesh-with-mesh-compression-set-to-medium-slash-high))
    
*   Polybrush: \[PolyBrush\] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window ([1315475](https://issuetracker.unity3d.com/issues/polybrush-something-went-wrong-saving-brush-settings-warning-is-thrown-when-saving-a-brush-after-opening-the-polybrush-window))
    
*   Templates: \[Linux\] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor ([1237642](https://issuetracker.unity3d.com/issues/missing-libdl-dot-so-library-causes-crash-when-entering-playmode-for-the-second-time-or-closing-the-editor))
    

### 2020.3.3f1 Release Notes

#### System Requirements Changes

#### Improvements

*   GI: Move memory related logging from console to log file.

#### Changes

*   Asset Pipeline: Updated Addressables to 1.16.16 and Scriptable Build Pipeline to 1.15.2. See change log for each package for additional information.
    
*   Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning. ([1309607](https://issuetracker.unity3d.com/issues/linux-editor-throws-x-server-took-longer-than-x-miliseconds-to-respond-to-setgtkwindowsizeandposition-error-after-opening))
    

#### Fixes

*   2D: Fixed an issue where the Create Physics2DMaterial menu item was not available when Physics2D module was enabled. ([1300647](https://issuetracker.unity3d.com/issues/the-physicsmaterial-2d-cant-be-created-when-the-2d-sprite-package-is-not-installed))
    
*   2D: Fixed an issue where the user could not create basic Sprite Shapes when creating Sprites via Assets->Create->2D->Sprites menu. The border visual from 2D default Sprite textures was removed. ([1299684](https://issuetracker.unity3d.com/issues/some-2d-sprite-shapes-are-missing-when-trying-to-create-standard-sprites))
    
*   Android: Fixed an issue that caused a "failed to load libMain.so" error when deploying an APK from an app bundle. ([1314472](https://issuetracker.unity3d.com/issues/android-app-installed-using-apk-from-app-bundle-option-in-android-studio-fails-to-run))
    
*   Animation: Fixed an issue when setting the speed to an animatorControllerPlayable it would not affect the speed of its child animation clips. ([1304259](https://issuetracker.unity3d.com/issues/animationclipplayables-speed-parameter-cant-be-adjusted-when-setting-the-speed-with-animatorcontrollerplayable-setspeed))
    
*   Editor: Fixed an issue that would caus invalid ScriptableObjects to added as a sub-asset which caused the editor to crash during serialisation. ([1257558](https://issuetracker.unity3d.com/issues/editor-crashes-when-applying-changes-to-custom-scriptedimporter-asset))
    
*   Editor: Fixed an issue where the OnDrawGizmos function was not called when the "Enter Play Mode Options" was enabled. ([1296270](https://issuetracker.unity3d.com/issues/ondrawgizmos-function-is-not-called-when-the-enter-play-mode-options-is-enabled))
    
*   Editor: Fixed progress bar related asserts when calling EditorUtility.CompressTexture with an EditorUtility.DisplayProgressBar right around it. ([1308740](https://issuetracker.unity3d.com/issues/error-in-console-when-using-the-progress-bar-api-along-with-texture-compression))
    
*   Editor: \[Collab\] Defer handling for downloading plastic cloud projects so package manager will initialize the default packages. (1319580)
    
*   Graphics: Fixed a crash due to invalid shaderpass index when changing materials in a CustomRenderTexture. ([1300770](https://issuetracker.unity3d.com/issues/editor-crashes-when-changing-customrendertextures-material-shader-if-the-new-shader-has-a-mismatched-number-of-passes))
    
*   Graphics: Fixed a stack overflow exception when compressing Texture to EXR with PIZ compression. ([1312104](https://issuetracker.unity3d.com/issues/using-texture2d-dot-exrflags-dot-compresspiz-causes-stackoverflowexception))
    
*   Graphics: Fixed an issue where color space change prompt could not be localized. (1288007)
    
*   Graphics: Fixed an issue where runtime CustomRenderTextures could not be exported to .png from the inspector. ([1284784](https://issuetracker.unity3d.com/issues/texture-argumentexception-thrown-when-custom-render-texture-is-exported-from-its-preset))
    
*   Graphics: Fixed an issue where Texture2DArray, Texture3D and Texture2D inspectors were now allowed undo (ctrl+z) actions. ([1175907](https://issuetracker.unity3d.com/issues/texturecubemap-texture2darray-texture3d-and-texture2d-type-asset-inspector-undo-functionality-is-broken))
    
*   Graphics: Fixed an issue where the renderer data was out of sync after the OnBecameVisible callback in SRP. ([1311717](https://issuetracker.unity3d.com/issues/in-order-to-call-gettransforminfoexpectuptodate-rendererupdatemanager-dot-updateall-must-be-called-first-when-entering-play-mode))
    
*   Graphics: Fixed an unintentional crossfades for LODs when the animated cross-fading flag was enabled. (1305495)
    
*   IL2CPP: Fixed a failed build issue due to read-only files were being detected as native plugins in the Unity project. ([1313412](https://issuetracker.unity3d.com/issues/windows-build-fails-due-to-read-only-files-detected-as-native-plugins-by-unity))
    
*   IMGUI: Fixed an issue where a Null object was being created when dropping Sprite to Array in Inspector. ([1281986](https://issuetracker.unity3d.com/issues/dropping-sprite-in-a-reorderable-list-will-add-a-null-object))
    
*   IMGUI: Fixed an issue where the cursor did not jump to start of text on home key in project browser window. ([1287121](https://issuetracker.unity3d.com/issues/the-cursor-does-not-jump-to-the-start-of-the-text-field-when-using-home-key-while-renaming-assets-in-the-project-window))
    
*   macOS: Fixed an issue when the Unity Editor activated tooltips while other apps were currently active. ([1269177](https://issuetracker.unity3d.com/issues/mac-tooltip-and-certain-buttons-in-the-editor-cause-loss-of-focus-on-top-level-windows-when-vs-or-vs-code-debugger-is-attached))
    
*   Package: Fixed an error in the Recorder package that occurred when setting the build target to macOS standalone from the Editor in Windows. ([1304944](https://issuetracker.unity3d.com/issues/error-appears-when-installing-unity-recorder-package-on-windows-editor-with-target-platform-set-to-mac-os-x))
    
*   Particles: Fixed a crash when using modules with no assigned Particle System. ([1319658](https://issuetracker.unity3d.com/issues/crash-on-particlesystem-shapemodule-custom-set-sprite-injected-when-changing-the-shape-dot-sprite-of-a-null-particlesystem))
    
*   Physics: Fixed an issue where mesh collider error message did not include the path to the object. ([1318366](https://issuetracker.unity3d.com/issues/this-meshcollider-requires-the-mesh-to-be-marked-as-readable-error-does-not-give-enough-information-to-find-gameobject))
    
*   Prefabs: Fixed an issue when adding and applying new events to a deeper level Prefab while there was an event already, corrupts the newly added events. ([1292519](https://issuetracker.unity3d.com/issues/adding-and-applying-new-events-to-a-deeper-level-prefab-when-there-is-an-event-already-corrupts-the-newly-added-events))
    
*   Scene Manager: Fixed an issue where objects were not cleaned up properly if they were children of GameObject with DontSave flag. ([1157422](https://issuetracker.unity3d.com/issues/gameobjects-with-hideflags-dot-dontsave-raise-an-error-when-reloading-the-scene), [1309142](https://issuetracker.unity3d.com/issues/cant-destroy-transform-component-error-is-thrown-when-closing-a-scene-that-contains-a-dontsave-prefab-with-a-child))
    
*   Scene/Game View: Fixed a Physics Debugger issue when first clicking collider debug volumes they were not selected. ([1309768](https://issuetracker.unity3d.com/issues/mouse-selection-in-physics-debugger-prioritizes-mesh-gameobjects-over-gameobjects-with-colliders))
    
*   Scripting: Fixed an issue when adding UI Toolkit package to a project where a scripted imported from the package would get rejected and exceptions reported. ([1269167](https://issuetracker.unity3d.com/issues/unityexception-and-argumentexception-errors-are-thrown-when-ui-toolkit-is-added-to-a-new-project))
    
*   Scripting: Fixed an issue where ApiUpdater could potentially skipping updates in SafeMode. (1280167)
    
*   Scripting: Fixed an issue where exceptions were getting logged in the Console when the Logger.logEnabled was set to false. ([1311534](https://issuetracker.unity3d.com/issues/exceptions-get-logged-in-the-console-when-the-logger-dot-logenabled-is-set-to-false))
    
*   Serialization: Fixed for inspection of enum fields on classes referenced with SerializeReference. (1304095)
    
*   Serialization: Fixed to delay OnAfterDeserialization call on objects referenced by serializedreference until all serializedreference objects had been instantiated. ([1245749](https://issuetracker.unity3d.com/issues/serializereference-deserialization-callbacks-are-not-called-properly))
    
*   Timeline: Fixed an issue when AudioClipPlayable was played with first couple of frames were skipped. ([1302398](https://issuetracker.unity3d.com/issues/audioclipplayable-played-with-first-couple-of-frames-skipped))
    
*   Timeline: Fixed an issue where Audio track was missing some samples issue if it was starts at the first frame of a Timeline in Player. ([1215183](https://issuetracker.unity3d.com/issues/audio-track-is-missing-some-samples-if-it-starts-at-the-first-frame-of-a-timeline-in-player))
    
*   UI Toolkit: Fixed an issue where playmode tint was applied twice on UI Toolkit text. (1283050)
    
*   UI Toolkit: Fixed assigning material to Renderer on Particle System's Inspector. ([1308966](https://issuetracker.unity3d.com/issues/unable-to-switch-to-different-material-when-selecting-another-material-from-asset-selector-window-on-particle-system-material))
    
*   Version Control: Fixed an issue where the ProjectVersion.txt file was incorrectly updated when updating a project to a new Unity version while having Provider.preCheckoutCallback set to a non null value. ([1291360](https://issuetracker.unity3d.com/issues/plastic-scm-precheckoutcallback-throws-an-exception-on-project-startup))
    
*   Video: Fixed an issue where the video started playing from an arbitrary frame when VideoPlayer.Pause was called before VideoPlayer.Play. ([1297648](https://issuetracker.unity3d.com/issues/video-starts-playing-from-an-arbitrary-frame-when-videoplayer-dot-pause-is-called-before-videoplayer-dot-play))
    
*   Video: Fixed an issue where the VideoPlayer.frame was wrong during seek. ([1290698](https://issuetracker.unity3d.com/issues/videoplayer-dot-frame-returns-last-frame-of-the-paused-video-instead-of-frame-that-is-declared-via-ui-or-script))
    
*   WebGL: Fixed an issue that Chrome and Firefox browsers would fail to load on iOS 14.4. Added support for detecting Chrome and Firefox browsers on iOS devices. (1316861)
    
*   XR: Fixed a phrase recognizer issue where it would throw exceptions after multiple runs in editor. ([1301363](https://issuetracker.unity3d.com/issues/phraserecognizer-throws-an-assertion-failed-error-when-executing-keywordrecognizer-dot-start-three-times))
    
*   XR: Fixed an issue where non-fullscreen viewport rect handling on non-stereo cameras when XR devices were not enabled. ([1319352](https://issuetracker.unity3d.com/issues/non-stereo-viewport-rects-are-incorrect-in-vr-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