### Known Issues in 2020.3.7f1

*   Mobile: \[Android\] Build fails when there are 680 or more files in the Streaming Assets folder ([1272592](https://issuetracker.unity3d.com/issues/android-build-fails-when-there-are-680-or-more-files-in-the-streaming-assets-folder))
    
*   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: 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))
    
*   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))
    
*   DirectX12: Editor crashes on GfxDeviceD3D12Base::DrawBuffersCommon when switching between Scenes ([1329083](https://issuetracker.unity3d.com/issues/editor-crashes-on-gfxdeviced3d12base-drawbufferscommon-when-switching-between-scenes))
    
*   Mono: Crash starting Unity when using NordVPN ([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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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 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))
    
*   Physics: OnTriggerEnter gets called after reparenting a RigidBody ([1323883](https://issuetracker.unity3d.com/issues/onentertrigger-gets-called-after-reparenting-a-rigidbody))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   Scene/Game View: \[Wild Crash\] Editor crashes on mono\_aot\_get\_cached\_class\_info when GizmoSetup has cached an outdated data ([1259765](https://issuetracker.unity3d.com/issues/wild-crash-editor-crashes-on-mono-aot-get-cached-class-info-when-gizmosetup-has-cached-an-outdated-data))
    
*   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))
    
*   Scripting: Increased Script Assembly reload time ([1323490](https://issuetracker.unity3d.com/issues/increased-reload-time))
    
*   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))
    
*   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))
    

### 2020.3.7f1 Release Notes

#### Changes

*   Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

#### Fixes

*   Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. ([1298373](https://issuetracker.unity3d.com/issues/app-freezes-on-huawei-mate-40-pro-while-playing-multiple-blend-tree-animations))
    
*   Android: Fixed an issue where AutoRotation would not work on dual screen devices. ([1259295](https://issuetracker.unity3d.com/issues/android-screen-orientation-is-not-working-on-second-display-of-lg-v50-after-the-initial-screen-rotation))
    
*   Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal. ([1308930](https://issuetracker.unity3d.com/issues/float-type-parameter-in-the-animator-controller-displays-0-dot-0-after-being-changed-to-0-dot-01))
    
*   Animation: Fixed an issue where the StateMachineBehaviour callback had been called when playable is paused. ([1321298](https://issuetracker.unity3d.com/issues/onstateenter-slash-onstateexit-is-called-repeatedly-when-an-animatorcontrollerplayable-is-paused-on-the-first-or-last-frame-of-a-state))
    
*   Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations. ([1321141](https://issuetracker.unity3d.com/issues/synchronous-asset-loading-does-not-correctly-load-preload-dependencies))
    
*   Asset Pipeline: Fixed an issue where an asset could get reported when projectsetting.asset file was modified directly. ([1270162](https://issuetracker.unity3d.com/issues/2d-game-kit-import-parameters-got-modified-during-import-error-is-thrown-when-opening-up-the-project-for-the-first-time))
    
*   Asset Pipeline: Fixed an issue where the main object name was not updated as appropriate when moving/renaming a file. ([1210886](https://issuetracker.unity3d.com/issues/prefab-file-contents-do-not-update-when-it-is-renamed))
    
*   Asset Pipeline: Fixed for a crash that could occur when downloading assets from cache server. (1319521)
    
*   Asset Pipeline: Fixed issue where hash of a .asset file on disk was being updated locally without going through the AssetDatabase, resulting in native source assets to not be reloaded. (1183116)
    
*   Build Pipeline: Fixed an edge case where windows relative paths were not handled correctly. ([1318673](https://issuetracker.unity3d.com/issues/test-framework-playerbuildinterface-dot-compileplayerscripts-causes-dll-not-found-errors-1))
    
*   DX12: Fixed a D3D12 memory leak with RenderTexture.enableRandomWrite (mostly happens when using SRPs with multiple cameras). (1329472)
    
*   Editor: Fixed a ReorderableList multi-target performance issue. ([1279141](https://issuetracker.unity3d.com/issues/inspector-multiselect-decreases-editor-performance))
    
*   Editor: Fixed an issue where ReorderableList was not getting expanded height for lists inside properties. ([1324456](https://issuetracker.unity3d.com/issues/scriptableobject-with-an-array-of-serializable-classes-with-arrays-in-them-is-overlapping-in-the-inspector-when-expanded))
    
*   Editor: Fixed ConsoleWindow copy for SafeMode. (1276089)
    
*   Editor: Removed EditorGUIUtility.GetSkinnedIcon and EditorGUIUtility.GetSkinnedIconForDpi to fix unloading of unused textures. Moved part of the implementation in C++ while keeping the features provided by the removed functions. (1308097)
    
*   GI: Fixed an editor crash when baking lightmaps with custom data. (1293007)
    
*   GI: Fixed an issue where progressive updates were not working for the first bake of an editor session. ([1300926](https://issuetracker.unity3d.com/issues/gpu-plm-progressive-updates-doesnt-work-on-first-bake-after-opening-the-editor))
    
*   Graphics: Fixed a performance issue when loading textures direct to GPU memory from LZ4 compressed packages. (1307820)
    
*   Graphics: Fixed a wrong remapper VFXCPUBuffer::BuildRemapper issue. (1317796)
    
*   Graphics: Fixed allocations errors with EncodeNativeArrayToEXR/PNG/JPG. (1315246)
    
*   Graphics: Fixed an issue where there was a missing buffer binding through Shader.SetGlobalBuffer after dispatching compute. ([1313736](https://issuetracker.unity3d.com/issues/urp-metal-mac-project-crashes-on-launch-when-binding-compute-buffer-to-shader))
    
*   IL2CPP: Fixed "Attempting to call method for which no ahead of time (AOT) code was generated" error when using Parallel Linq. ([1320295](https://issuetracker.unity3d.com/issues/il2cpp-executionengineexception-error-is-being-spammed-in-build-when-calling-linq-dot-parallelenumerable-dot-forall))
    
*   IL2CPP: Fixed a possible crash when attaching a debugger or setting breakpoints. ([1327376](https://issuetracker.unity3d.com/issues/crash-when-attaching-script-debugging-process-to-device))
    
*   IL2CPP: Fixed an issue where CultureInfo.DateTimeFormat was being loaded incorrectly in some locales. ([1252269](https://issuetracker.unity3d.com/issues/il2cpp-indexoutofrangeexception-is-thrown-when-using-system-dot-cultureinfo-with-thai-culture-in-il2cpp-build))
    
*   iOS: Fixed an issue where Time.unscaledDeltaTime was incorrect after the screen was locked. ([1319890](https://issuetracker.unity3d.com/issues/ios-time-dot-unscaleddeltatime-becomes-high-when-locking-the-screen-when-using-ondemandrendering))
    
*   Linux: Reduced log spam when loading lots of assets. ([1320406](https://issuetracker.unity3d.com/issues/linux-platformimageforiconforextension-editor-log-spam-when-closing-the-editor-after-importing-a-project))
    
*   Particles: Fixed a ParticleSystemRenderer.SetMeshes script API issue. ([1322561](https://issuetracker.unity3d.com/issues/particles-mesh-isnt-updated-when-using-particlesystemrenderer-dot-setmeshes))
    
*   Particles: Fixed an invalid AABB error when using Rate over Distance and Limit Velocity. ([1317418](https://issuetracker.unity3d.com/issues/invalid-aabb-error-is-thrown-when-moving-a-particle-with-velocity-over-lifetime-and-limit-velocity-over-lifetime-modules))
    
*   Physics: Fixed an issue where Character Controller sometimes ignored other Colliders. (1279841)
    
*   Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. ([1319488](https://issuetracker.unity3d.com/issues/cloth-is-broken-when-parent-gameobject-scale-is-lower-than-1-and-surface-penetration-constraints-are-set-0))
    
*   Prefabs: Fixed a Lego Microgame crash in the tutorial that occurred when the undo objects array contained null object. (1297802)
    
*   Profiler: Fixed an issue on Mac when restoring the defaults in the Profiler modules dropdown list would not closes the dropdown list. ([1323673](https://issuetracker.unity3d.com/issues/profiler-order-of-modules-fails-to-reset-on-using-the-restore-defaults-option-from-the-profiler))
    
*   Scene/Game View: Fixed an issue when Clicking the orientation Gizmo in the Scene View would stopped working. ([1311606](https://issuetracker.unity3d.com/issues/clicking-the-orientation-gizmo-in-the-scene-view-stopped-working))
    
*   Scripting: Fixed an issue where instanciation of Unity objects defined in types under more than one level of nesting would not work. ([1299861](https://issuetracker.unity3d.com/issues/failing-to-initialize-an-instance-of-editorwindow-when-its-in-3rd-level-of-class-nesting))
    
*   Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin. (1242076)
    
*   Text: Fixed GetPathsToOSFonts() not returning all system font files.
    
*   Text: Fixed potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.
    
*   UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display would not render UI. ([1316603](https://issuetracker.unity3d.com/issues/world-space-canvas-is-not-rendered-to-the-render-texture-when-cameras-target-display-is-other-than-display-1))
    
*   UI Toolkit: Fixed an issue where text changes were allowed on text input field when they are disabled. ([1286143](https://issuetracker.unity3d.com/issues/packages-search-results-are-not-updated-when-changing-search-box-value-during-the-packages-refresh))
    
*   Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set. ([1320676](https://issuetracker.unity3d.com/issues/uwp-touchscreenkeyboard-shows-word-suggestions-for-password-and-other-secure-input-fields))
    
*   Video: Fixed a Windows 7 "WindowsVideoMedia error 0xc00d36b4" error that was 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))
    
*   Video: Fixed an issue where Stereoscopic layout controls are missing in VideoPlayer and Skybox Panoramic shader. (1307239)
    
*   XR: Fixed EditorXR errors when activating the XR.SDK. (1318732)
    

#### 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