### Known Issues in 2020.3.5f1

*   Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio ([1308797](https://issuetracker.unity3d.com/issues/crash-on-system-dot-net-dot-sockets-dot-socket-queueioselectorjob-when-using-a-vpn-and-opening-a-project-that-uses-visual-studio))
    
*   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))
    
*   Asset Import Pipeline: Prefab script field reference is lost when project is upgraded ([1328724](https://issuetracker.unity3d.com/issues/prefab-script-field-reference-is-lost-when-project-is-upgraded))
    
*   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))
    
*   Asset Bundles: \[macOS\] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time ([1328463](https://issuetracker.unity3d.com/issues/macos-editor-crashes-when-trying-to-build-asset-bundles-in-initializeonload-or-initializeonloadmethod-time))
    
*   Scene/Game View: \[Game view\] Game stops accepting input when the Game view undocked and re-docked during Play Mode using the Input System ([1320678](https://issuetracker.unity3d.com/issues/game-stops-accepting-input-when-the-game-view-undocked-and-re-docked-during-play-mode-using-the-input-system))
    
*   Settings Window: Editor freezes when FixedTimestep value in the Preferences is set to 0/0 ([1326481](https://issuetracker.unity3d.com/issues/editor-freezes-when-fixedtimestep-value-in-the-preferences-is-set-to-0-slash-0))
    
*   AI: Crash with ComputeTileMeshJob when generating Navmesh ([1329346](https://issuetracker.unity3d.com/issues/crash-with-computetilemeshjob-when-generating-navmesh))
    
*   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))
    
*   IL2CPP: Build fails when using a combination of messages, SyncVars and SyncList in a project ([1328966](https://issuetracker.unity3d.com/issues/il2cpp-build-fails-when-using-a-combination-of-messages-syncvars-and-synclist-in-a-project))
    
*   Packman: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL ([1325920](https://issuetracker.unity3d.com/issues/package-resolution-error-when-using-a-git-dependency-referencing-an-annotated-tag-in-its-git-url))
    
*   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))
    
*   HD RP: 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))
    
*   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 don'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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   Addressable Assets: Performance bug in PreloadManager::WaitForAllOperationToComplete ([1322086](https://issuetracker.unity3d.com/issues/performance-bug-reported-by-the-dots-team-in-preloadmanager-waitforalloperationtocomplete))
    
*   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))
    
*   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))
    

#### API Changes

*   Physics: Added: Exposed ArticulationBody.collisionDetectionMode property to set various collision detection modes, like Discrete, Continuous and etc.
    
*   Services: Changed: Updated analytics dashboard to point to new location.
    

#### Changes

*   Package: Updated Windows MR package to 4.4.2.
    
*   WebGL: Changed behavior of `Application.OpenURL()` for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away. ([1320393](https://issuetracker.unity3d.com/issues/application-dot-openurl-not-working-for-webgl-builds))
    

#### Fixes

*   DX12: Fixed for incorrect parameter type on native plugin API IUnityGraphicsD3D12v5::TextureFromRenderBuffer and IUnityGraphicsD3D12v6::TextureFromRenderBuffer. (1278695)
    
*   Editor: Fixed an issue when using an unsupported keyCode in a shortcut attribute would throw exceptions. ([1303144](https://issuetracker.unity3d.com/issues/shortcut-window-is-blank-and-errors-are-thrown-when-unsupported-button-is-used-in-shortcut-attribute))
    
*   Editor: Fixed an issue where items in the right click menu were not doing anything on reorderable lists on Windows. ([1307389](https://issuetracker.unity3d.com/issues/right-click-options-do-nothing-on-arrays-in-scriptable-object-with-custom-editors))
    
*   Editor: Fixed an issue where paste as child should paste relative to parent instead of keeping world transform. (1320439)
    
*   Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. ([1303298](https://issuetracker.unity3d.com/issues/winmerge-is-not-defectected-in-preferences-diff-tool-dropdown))
    
*   GI: Fixed a null pointer issue in graphics bindings. ([1310875](https://issuetracker.unity3d.com/issues/crash-on-rendererscripting-updategimaterialsforrenderer-when-calling-updategimaterials-on-a-null-renderer))
    
*   Graphics: Fixed a crash when changing the mesh data during the frame. ([1227781](https://issuetracker.unity3d.com/issues/crash-on-createdirect3d11surfacefromdxgisurface-when-a-material-in-mesh-renderer-is-selected))
    
*   Graphics: Fixed an incorrect cubemap texture issue on some platforms when using crunched textures. (1282758)
    
*   Graphics: Fixed an issue where DrawProcedural reported incorrect triangle counts to FrameStats. ([1313194](https://issuetracker.unity3d.com/issues/incorrect-triangle-counts-reported-to-framestats-when-using-drawprocedural))
    
*   Graphics: Fixed an issue where first Material data was not used for Shadowmap rendering when using multiple Materials with the same Shader and different properties. ([1304644](https://issuetracker.unity3d.com/issues/first-material-data-is-used-for-shadowmap-rendering-when-using-multiple-materials-with-the-same-shader-and-different-properties))
    
*   Graphics: Fixed an issue where GraphicsFormat.R8G8B8A8\_SNorm was not a blendable render-target format on Metal. (1318364)
    
*   Graphics: Fixed for async texture deletion issue to make sure graphics commands were completed first. ([1280073](https://issuetracker.unity3d.com/issues/unloading-source-asset-immediately-after-blit-source-dest-can-result-in-blank-dest))
    
*   IMGUI: Fixed an issue where clearing the search field using 'x' button does not register changed event. ([1306036](https://issuetracker.unity3d.com/issues/endchangecheck-is-not-triggered-when-clearing-the-imgui-search-field-by-pressing-the-x-button))
    
*   macOS: Fixed an issue for failing to resign binaries after Unity had signed them with error: "file not in an order that can be processed (code signature data out of place):". ([1324168](https://issuetracker.unity3d.com/issues/resigning-unity-built-macos-app-results-in-code-signature-data-out-of-place-out-of-place-error))
    
*   macOS: Fixed Windows and Linux native plugins issue where they were getting included into the generated Xcode project. ([1321049](https://issuetracker.unity3d.com/issues/xcode-macos-copyplugins-phase-in-xcode-build-phases-includes-dll-files))
    
*   Package Manager: Fixed an issue when Package Manager asked for writable access when opening a project even though it only needed readable access. ([1263378](https://issuetracker.unity3d.com/issues/packman-package-manager-resolver-asks-for-writable-access-when-opening-a-project-even-though-it-only-needs-readable-access))
    
*   Package Manager: Fixed an issue when the project manifest and the lock file were unchanged after an UPM operation, they should not be checked out. (1263363)
    
*   Package Manager: Fixed an issue where project manifest and lock file were not checked out when they were made writable by Package Manager upon opening a project while upgrading project. ([1263362](https://issuetracker.unity3d.com/issues/packman-files-arent-checked-out-when-they-are-made-writable-by-package-manager-upon-opening-a-project))
    
*   Particles: Fixed an issue where there was a missing particle attributes to the C# Job System integration. ([1312288](https://issuetracker.unity3d.com/issues/particlesystemjobdata-does-not-expose-methods-for-modifying-mesh-index-when-using-unityengine-dot-particlesystemjobs))
    
*   Particles: Fixed `Simulate` behaviour that was incorrectly labelled as Prewarm in the profiler. ([1296365](https://issuetracker.unity3d.com/issues/particlesystem-dot-prewarm-is-caused-when-calling-particlesystem-dot-simulate-even-if-prewarm-option-is-disabled-on-the-particlesystem))
    
*   Physics: Fixed an issue where Collision.relativeVelocity was being calculated incorrectly when an ArticulationBody was part of the contact pair. ([1310485](https://issuetracker.unity3d.com/issues/collision-dot-relativevelocity-always-return-zero-when-using-articulationbody-on-collision))
    
*   Physics: Fixed an issue where Kinematic Rigidbody2D did not accept MovePosition and/or MoveRotation commands when nested as a child of another Rigidbody2D. ([1320783](https://issuetracker.unity3d.com/issues/physics-inconsitency-with-nested-rigidbody-and-rigidbody2d))
    
*   Profiler: Fixed memory tracking of UnsafeUtility allocations issue. ([1320540](https://issuetracker.unity3d.com/issues/unsafeutility-dot-malloc-allocations-are-not-tracked-correctly-in-memory-profiler-and-leak-memory))
    
*   Services: Fixed an issue where the crash reporting symbol uploader process would crash on Apple M1 hardware.
    
*   Services: Fixed an issue where the crash reporting symbol uploader process would crash on parsing certain dSYM files. ([1312498](https://issuetracker.unity3d.com/issues/macos-m1-segmentation-fault-error-is-thrown-when-running-the-usymtool-on-a-m1-machine))
    
*   Shaders: Fixed a crash when PrimitiveID was the only input to a stage. ([1289378](https://issuetracker.unity3d.com/issues/internal-error-communicating-with-the-shader-compiler-process-when-sv-primitiveid-is-the-only-input-signature))
    
*   Shaders: Fixed a rare crash when upgrading shaders. ([1299790](https://issuetracker.unity3d.com/issues/editor-crashes-on-upgradeoldshadersyntax-when-shaders-are-being-upgraded-during-importing-process))
    
*   Shaders: Fixed an issue where #pragma once directive was not working correctly with the caching preprocessor. ([1322879](https://issuetracker.unity3d.com/issues/dot-hlsl-file-doesnt-get-included-when-using-number-pragma-once))
    
*   Shaders: Fixed an issue where sprites were using default sprite material a not rendering in the Editor when build target was set to console. (1318066)
    
*   Shaders: Fixed an issue where the incorrect code was generated by HLSLcc for textureQueryLod GLSL function. ([1314040](https://issuetracker.unity3d.com/issues/shader-compiler-fails-to-generate-vulkan-output-when-hlsl-texture-method-calculatelevelofdetail-is-used))
    
*   Shaders: Fixed incorrect line numbers reported for errors in shader files when using Caching preprocessor. ([1318689](https://issuetracker.unity3d.com/issues/errors-shown-in-the-console-window-point-to-the-incorrect-line-number-in-shader-code))
    
*   Timeline: Fixed timeline audio playing on timelines with GameTime update mode issue when Time.timeScale was 0. ([1269783](https://issuetracker.unity3d.com/issues/timeline-audio-is-not-paused-when-setting-audiolistener-dot-pause-to-true))
    
*   Video: Fixed an issue when VideoPlayer.frameReady did not get invoked after seeking a video to a frame. ([1302462](https://issuetracker.unity3d.com/issues/videoplayer-dot-frameready-does-not-get-invoked-after-seeking-a-video-to-a-frame))
    
*   Windows: Fixed an issue where setting a custom cursor would not respects Windows DPI and Ease of Access settings related to the cursor size. ([1305480](https://issuetracker.unity3d.com/issues/windows-max-mouse-cursor-size-is-limited-when-using-cursor-dot-setcursor-and-cannot-be-increased-past-a-certain-threshold))
    
*   Windows: Fixed an issue where the Win10 SDK was not installed properly. ([1308226](https://issuetracker.unity3d.com/issues/hub-doesnt-install-windows-10-sdk-properly))
    
*   XR: Fixed a CommandBuffer.SetRenderTarget() with XR single-pass rendering issue. ([1261545](https://issuetracker.unity3d.com/issues/xr-xr-sdk-commandbuffer-dot-setrendertarget-is-causing-to-render-different-in-each-eye-when-using-single-pass-instanced-mode))
    
*   XR: Fixed a depth buffer sharing support issue. ([1242142](https://issuetracker.unity3d.com/issues/shared-depth-buffer-not-populated-properly-breaking-wmr-reprojection))
    
*   XR: Fixed an issue for frame debugger editor which broke XR rendering. ([1275361](https://issuetracker.unity3d.com/issues/xr-quest-frame-debugger-frame-debugger-first-freezes-unity-then-breaks-xr-rendering-and-head-tracking))
    
*   XR: Fixed some improper temp string usage issue that were causing the allocator to spam the system logs. (1284830)
    

#### 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