### Known Issues in 2020.3.4f1

*   Animation: AnimationEvent is fired late or isn't fired at all when Animation's 'Motion Time' value is set manually ([1324763](https://issuetracker.unity3d.com/issues/animationevent-is-fired-late-or-isnt-fired-at-all-when-animations-motion-time-value-is-set-manually))
    
*   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))
    
*   Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected ([1327408](https://issuetracker.unity3d.com/issues/performance-in-game-view-is-significantly-impacted-by-gfx-dot-waitforpresentongfxthread-when-a-second-monitor-is-connected))
    
*   Terrain: All the textures are cleared when creating Texture array ([1323870](https://issuetracker.unity3d.com/issues/all-the-textures-are-cleared-when-creating-texture-array))
    
*   Animation: \[Performance Regression\] AnimationWindowState:get\_allCurves takes approximately 5000ms to load animation in the Animation window ([1320250](https://issuetracker.unity3d.com/issues/perfomance-regression-animationwindowstate-get-allcurves-takes-approximately-5000ms-to-load-animation-in-the-animation-window))
    
*   HDRP: The camera doesn't rotate in HDRP Template with the SimpleCameraController.cs script ([1326816](https://issuetracker.unity3d.com/issues/the-camera-doesnt-rotate-in-hdrp-template-with-the-simplecameracontroller-dot-cs-script))
    
*   Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block ([1324978](https://issuetracker.unity3d.com/issues/crash-on-buildprefabinstancecorrespondingobjectmap-when-overriding-nested-prefab-inside-assetdatabase-dot-startassetediting-block))
    
*   WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome ([1323832](https://issuetracker.unity3d.com/issues/webgl-sharedarraybuffer-will-require-cross-origin-isolation-as-of-m91-warning-is-thrown-when-launching-player-on-chrome))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   Scripting: Increased Script Assembly reload time ([1323490](https://issuetracker.unity3d.com/issues/increased-reload-time))
    
*   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))
    
*   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))
    
*   Packman: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline ([1319585](https://issuetracker.unity3d.com/issues/packagemanager-dot-client-dot-searchall-offlinemode-true-returns-an-error-if-user-offline))
    
*   Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete ([1322086](https://issuetracker.unity3d.com/issues/performance-bug-reported-by-the-dots-team-in-preloadmanager-waitforalloperationtocomplete))
    
*   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))
    
*   XR: OpenXR + URP + UWP rendering stuck ([1323833](https://issuetracker.unity3d.com/issues/openxr-plus-urp-plus-uwp-rendering-stuck))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    

### 2020.3.4f1 Release Notes

#### System Requirements Changes

#### Improvements

*   Graphics: Removed redundant calls when setting shader program parameters. (1317383)
    
*   XR: Removed "Preview" text from UI display element.
    

#### API Changes

*   Graphics: Added: New SystemInfo.supportsStoreAndResolveAction API to check for StoreAndResolveAction store action support on a specific platform.
    
*   Scripting: Changed: Roslyn Analyzers will be run as part of the normal compilation Step. This will also result in Analyzer errors to be treated as a compile error.
    

#### Changes

*   Package: Updated Cinemachine package to 2.6.4.
    
*   Package: Updated Oculus XR Plugin package to 1.9.0.
    
*   Package: Updated Timeline package to version 1.4.7.
    

#### Fixes

*   Android: Fixed an issue with the black Unity view that occurred after pausing the app when in-app purchase dialog is shown. ([1249179](https://issuetracker.unity3d.com/issues/android-black-screen-on-android-when-switching-app-during-in-app-purchase))
    
*   Animation: Fixed an issue where Timeline would stay stuck after going to Play Mode. ([1315060](https://issuetracker.unity3d.com/issues/timeline-stays-stuck-after-going-to-play-mode))
    
*   Asset Import: Fixed an issue that was causing External Objects to no longer be displayed when selecting a Text Asset. ([1301327](https://issuetracker.unity3d.com/issues/the-external-objects-array-is-displayed-in-the-inspector-when-selecting-a-text-asset))
    
*   Asset Pipeline: Fixed an issue to make Assertion failed on expression: 'ins.second || ins.first->second...' more descriptive. (1274912)
    
*   Editor: Fixed an issue that could cause a crash when detecting circular asset references. ([1249114](https://issuetracker.unity3d.com/issues/shadergraph-creating-a-2-deep-recursive-subgraph-crashes-unity-and-makes-project-unopenable))
    
*   Editor: Fixed an issue to correct keymapping on linux for quote/backquote/doublequote keycodes. (1281473)
    
*   Editor: Fixed an issue when Window with 'hasUnsavedChanges' set to true not being saved when closed with Middle Mouse Button. ([1307671](https://issuetracker.unity3d.com/issues/unsaved-changes-detected-popup-is-not-being-shown-when-tab-with-changes-is-closed-with-middle-mouse-button))
    
*   Editor: Fixed LayoutGroup errors when renaming prefab after changes in isolation mode. ([1291996](https://issuetracker.unity3d.com/issues/endlayoutgroup-beginlayoutgroup-must-be-called-first-error-is-thrown-when-manually-saving-changes-to-prefab-after-renaming-it))
    
*   Editor: Fixed ReorderableList array property disregarding 'includeChildren'. (1312364)
    
*   Graphics: Fixed a deadlock when scanning for mip streaming textures associated with a renderer. ([1318903](https://issuetracker.unity3d.com/issues/windows-build-becomes-unresponsive-in-texture-streaming))
    
*   Graphics: Fixed an issue that caused StencilSampling to be incorrectly reported as supported due to incorrect mappings of FormatUsage between C# and C++. (1315531)
    
*   Graphics: Fixed an issue that caused VFX Assets to get tagged as dirty without touching them. (1307562)
    
*   Graphics: Fixed an issue that caused VFX Assets to revert after save. ([1315191](https://issuetracker.unity3d.com/issues/vfx-reverts-the-first-compilation-change-after-the-vfx-asset-is-saved))
    
*   IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter. ([1313160](https://issuetracker.unity3d.com/issues/delegate-dot-endinvoke-always-returns-null-in-a-build-when-using-the-il2cpp-scripting-backend))
    
*   IL2CPP: Fixed a crash in il2cpp::vm::LivenessState::AddProcessObject. ([1315058](https://issuetracker.unity3d.com/issues/crash-on-il2cpp-vm-livenessstate-addprocessobject-when-running-photon-bolt-server-and-reloading-scene-in-build))
    
*   IL2CPP: Fixed a possible ArgumentException when converting a call to a type that implements multiple variations of the same generic interface. (1319313)
    
*   IL2CPP: Fixed an exception when converting a method with a parameter that is an in generic parameter with a default value. ([1313460](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-passing-a-default-t-as-an-in-parameter-to-a-method))
    
*   IL2CPP: Fixed an issue that could potentially trigger an IndexOutOfRangeException with script debugging enabled. ([1321876](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-due-to-indexoutofrangeexception-when-building-with-il2cpp-and-script-debugging-enabled))
    
*   iOS: Fixed a crash on CreateBGRA32TextureFromCVTextureCache when launching an app. ([1298967](https://issuetracker.unity3d.com/issues/ios-crash-on-createbgra32texturefromcvtexturecache-when-launching-an-app))
    
*   iOS: Fixed an issue with FixedUpdate being called on startup more times than it should be, to account for Time.deltaTime on first Update. ([1318647](https://issuetracker.unity3d.com/issues/mobile-fixedupdate-gets-called-multiple-times-before-the-first-update-when-build-is-run-on-a-device))
    
*   iOS: Fixed an issue with UnityWebRequest that caused freezing on background/resume when the device is offline. ([1315244](https://issuetracker.unity3d.com/issues/ios-freeze-when-continually-sending-unitywebrequests-and-internet-connection-is-disabled))
    
*   Prefabs: Added support for multiselection 'Create Variant' in Project Browser. (1313946)
    
*   Prefabs: Fixed an issue so that the scene is no longer dirty after dragging a Prefab into the Scene view and then undoing. ([1299185](https://issuetracker.unity3d.com/issues/dragging-a-prefab-into-the-scene-view-and-undoing-the-action-does-not-undirty-the-scene))
    
*   Prefabs: Fixed an issue when removing components from Prefab instances and when RequireComponent is added after creating the Prefab. ([1284595](https://issuetracker.unity3d.com/issues/component-is-added-to-the-gameobject-when-entering-the-play-mode-after-deleting-the-script-with-requiredcomponent-attribute))
    
*   Scripting: Fixed a compilation performance regression when editing scripts. ([1317926](https://issuetracker.unity3d.com/issues/increased-script-compilation-time))
    
*   Scripting: Fixed native-to-managed callback fails with Apple Silicon. ([1305211](https://issuetracker.unity3d.com/issues/macos-aot-dot-monopinvokecallback-native-to-managed-callback-fails-with-apple-silicon-when-scripting-backend-is-mono))
    
*   Serialization: Fixed an issue that caused YAML parse errors if script class had field names ending with "guid". ([1273539](https://issuetracker.unity3d.com/issues/parser-failure-expected-closing-error-when-creating-scriptableobject))
    
*   Shaders: Fixed a shader compilation regression on Win 7. ([1318359](https://issuetracker.unity3d.com/issues/shader-fails-to-compile-when-using-windows-7))
    
*   UI Toolkit: Fixed an issue that caused an ellipsis to occasionally display on UI Toolkit labels. ([1291452](https://issuetracker.unity3d.com/issues/titles-of-the-packages-in-the-package-manager-are-truncated))
    
*   WebGL: Added handling for Norwegian Bokmal and Nynorsk in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer. ([1288528](https://issuetracker.unity3d.com/issues/application-dot-systemlanguage-returns-unknown-when-system-language-is-set-to-norwegian-bokmal-slash-nynorsk))
    

#### 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