### Known Issues in 2020.3.8f1

*   Mobile: \[Android\] App stops due to OnPixelCopyFinishedListener not being supported on devices with lower than 24 SDK ([1331290](https://issuetracker.unity3d.com/issues/app-stops-due-to-onpixelcopyfinishedlistener-not-being-supported-on-devices-with-lower-than-24-sdk))
    
*   OpenGL: SRP Batcher not working with OpenGL APIs when the project is built ([1331098](https://issuetracker.unity3d.com/issues/srp-batcher-not-working-with-opengl-apis-when-the-project-is-built))
    
*   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))
    
*   MacOS: \[macOS\] Unity crashes when exception thrown after a DLL has been loaded ([1318755](https://issuetracker.unity3d.com/issues/macos-unity-crashes-when-exception-thrown-after-a-dll-has-been-loaded))
    
*   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))
    
*   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))
    
*   Linux: Linux Editor crashes at "\_XFreeX11XCBStructure" when loading tutorials ([1323204](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-xfreex11xcbstructure-when-loading-tutorials))
    
*   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))
    
*   Asset Import Pipeline: Prefabs are reimporting every time a code change is made ([1294785](https://issuetracker.unity3d.com/issues/prefabs-are-reimporting-every-time-a-code-change-is-made))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   Physics: OnTriggerEnter gets called after reparenting a RigidBody ([1323883](https://issuetracker.unity3d.com/issues/onentertrigger-gets-called-after-reparenting-a-rigidbody))
    
*   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))
    
*   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))
    
*   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 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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    

### 2020.3.8f1 Release Notes

#### Improvements

*   Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed. ([1322086](https://issuetracker.unity3d.com/issues/performance-bug-reported-by-the-dots-team-in-preloadmanager-waitforalloperationtocomplete))

#### API Changes

*   Editor: Added: EditorUtility SetDefaultParentObject and ClearDefaultParentObject methods were added.

#### Changes

*   Graphics: Update SRP packages to 10.5.0. See the package change log for additional information.

#### Fixes

*   2D: Fixed crash when viewing Sprite Atlas. Disabled code that could potentially cause high memory use and unnecessary object loads at certain conditions. ([1330345](https://issuetracker.unity3d.com/product/unity/issues/guid/1330345/))
    
*   Asset Import: Fixed an issue where materials were not allowed to be extracted into packages. ([1282867](https://issuetracker.unity3d.com/issues/couldnt-create-asset-file-error-is-thrown-when-extracting-materials-inside-packages-folder))
    
*   Asset Import: Fixed an issue where the Texture Importer secretly defaulted values to a negative. ([1204566](https://issuetracker.unity3d.com/issues/textureimporter-dot-wrapmode-returns-1-when-textures-wrap-mode-is-not-changed))
    
*   Asset Import: Fixed an issue where the Texture Preview was not updated correctly when switching from Alpha 8 format. ([1181655](https://issuetracker.unity3d.com/issues/texture-preview-doesnt-update-correctly-when-changing-formats-from-the-alpha-8-format))
    
*   Asset Pipeline: Fixed an issue where objects loaded during import in initial script refresh were not unloaded. ([1296506](https://issuetracker.unity3d.com/issues/urp-scriptableobject-serializefield-value-set-to-default-during-the-first-import))
    
*   Asset Pipeline: Fixed an issue where the texture importer produced inconsistent import results with sprites. (1244086)
    
*   Asset Pipeline: Fixed an issue where the Unity version was no longer written to a serialized artifact files that was generated during asset importing. This caused inconsistent import results across Unity versions. For existing projects, users must either do a "Reimport All" or delete the library folder for this fix to take effect. ([1310981](https://issuetracker.unity3d.com/issues/generated-inconsistent-result-warning-when-reimporting-single-asset))
    
*   Asset Pipeline: Fixed an issue where unsaved changes could be lost when an asset is renamed or moved. (1329404)
    
*   Editor: Fixed a Gizmo rendering crash in some invalid WheelCollider configurations. ([1326188](https://issuetracker.unity3d.com/issues/macos-crash-on-platform-memmove$variant$nehalem-when-setting-old-prefabs-scale-to-0))
    
*   Editor: Fixed an issue when a maximized instance of Unity on a second, lower resolution display would not remain maximized on that display when the Editor was restarted. ([1314966](https://issuetracker.unity3d.com/issues/windows-editor-main-window-doesnt-re-open-on-the-secondary-monitor-it-was-on-when-it-was-closed))
    
*   Editor: Fixed an issue when Unity editor was in lower display scaling wout not remain maximized. ([1283299](https://issuetracker.unity3d.com/issues/windows-recommended-display-scale-does-not-open-editor-in-complete-fullscreen))
    
*   Graphics: Fixed a "File could not be read" error that was thrown when importing a PNG that has XATTR. ([1273050](https://issuetracker.unity3d.com/issues/file-could-not-be-read-error-is-thrown-when-importing-a-png-that-has-xattr))
    
*   Graphics: Fixed a crash when loading old asset bundles that contained Vulkan shader binaries. ([1308947](https://issuetracker.unity3d.com/issues/crash-on-vk-decompressshader-when-loading-an-assetbundle-with-assetbundle-dot-loadfromfile-and-using-vulkan-graphics-api))
    
*   Graphics: Fixed an issue when instanced rendering light layers that were initialized to the default (first light layer) instead of zero to fix the lack of lighting on the instanced objects. ([1268590](https://issuetracker.unity3d.com/issues/hdrp-instances-drawn-with-drawmeshinstanced-are-not-lit-up-when-light-layers-are-enabled-in-hdrp-settings))
    
*   iOS: Fixed a `verticalOrientation` deprecation warning that had missing information about `ScreenOrientation.PortraitUpsideDown`. ([1307839](https://issuetracker.unity3d.com/issues/ios-verticalorientation-deprecation-warning-is-missing-information-about-screenorientation-dot-portraitupsidedown))
    
*   iOS: Fixed an issue where background audio sources were stopped when launching an app with "Disable Unity Audio" checked. ([1259748](https://issuetracker.unity3d.com/issues/ios-background-audio-is-cut-off-regardless-if-mute-other-audio-sources-is-untoggled))
    
*   iOS: Fixed an issue where background audio would not stopped when Unity audio is disabled. ([1286259](https://issuetracker.unity3d.com/issues/ios-background-audio-sources-are-stopped-when-launching-an-app-with-disable-unity-audio-checked))
    
*   macOS: Fixed an issue where extraneous dylibs from Contents of built mac player were not removed. ([1312216](https://issuetracker.unity3d.com/issues/macos-il2cpp-redundant-slash-unnecessary-gameassembly-dot-dylib-files-are-included-in-the-standalone-player-when-making-a-build))
    
*   Package Manager: Fixed an issue where Package Manager window did not pick up the right version when there were multiple versions of the same asset in the cache. (1330231)
    
*   Physics: Fixed an issue when tweaking ArticulationBody drive parameters would re-initialise anchors. ([1315525](https://issuetracker.unity3d.com/issues/articulationbody-anchors-are-repositioned-even-when-any-unrelated-property-is-changed-in-the-inspector))
    
*   Physics: Fixed an issue where Articulation Body Components were not responding to changes in the Inspector window at runtime. ([1325234](https://issuetracker.unity3d.com/issues/articulation-body-immovable-and-usegravity-toggles-do-not-work-at-runtime))
    
*   Prefabs: Fixed an issue where instantiating, duplicating or updating prefabs would not disable and re-enable the whole hierarchy, only the prefab instance. ([1269686](https://issuetracker.unity3d.com/issues/duplicating-a-prefab-instance-in-the-scene-will-cause-instances-of-the-same-prefab-to-be-disabled-and-re-enabled))
    
*   Profiler: Fixed an issue that was causing excessive profiling overhead when loading AssetBundles.
    
*   Scene Manager: Fixed an issue that prevented loading a scene where multiple objects have the same identifier. ([1249893](https://issuetracker.unity3d.com/issues/crash-on-unpackprefabinstancerecursive-when-entering-play-mode-in-a-scene-with-broken-prefabs))
    
*   Scripting: Fixed an issue where Assembly Version Validation could not be enabled or disabled from the editor when the project was setup to run on the IL2CPP backend. ([1307810](https://issuetracker.unity3d.com/issues/assembly-version-validation-disabled-when-using-il2cpp-scripting-backend))
    
*   Scripting: Fixed an issue where there were no Flags attribute added to SelectionMode enum. ([1298921](https://issuetracker.unity3d.com/issues/unityeditor-dot-selectionmode-is-missing-flags-attribute))
    
*   Serialization: Fixed an issue where SerializedProperty.propertyPath would not return the same path when invoked multiple times with an array entry path which was no longer there. (1310571)
    
*   UI Toolkit: Fixed multiple errors that appeared after modifying ScriptableObject's array indirectly. ([1303188](https://issuetracker.unity3d.com/issues/errors-appear-after-undoing-the-increase-of-the-serializable-arrays-size))
    
*   Virtual Texturing: Fixed incorrect GI bounce issue from certain materials. (1314358)
    
*   Windows: Fixed an issue where the object selector opened in between two windows in side-by-side multi-monitor setups. ([1289440](https://issuetracker.unity3d.com/issues/mesh-slash-material-selection-window-opens-between-2-screens-when-using-dual-monitor))
    
*   XR: Fixed an issue where world space UI would not render in secondary cameras. (1326167)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 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