### Known Issues in 2020.3.9f1

*   Profiling: GarbageCollectAssets is triggered frequently when higher frame counts are set ([1332708](https://issuetracker.unity3d.com/issues/garbagecollectassets-is-triggered-frequently-when-higher-frame-counts-are-set))
    
*   uGUI: RectMask2D Softness property has no effect when used on TextMeshPro Text ([1331297](https://issuetracker.unity3d.com/issues/rectmask2d-softness-property-has-no-effect-when-used-on-textmeshpro-text))
    
*   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))
    
*   Serialization: Editor becomes slow when inspecting a Scriptable Object with hundreds of serialized fields ([1311325](https://issuetracker.unity3d.com/issues/editor-becomes-slow-when-inspecting-a-scriptable-object-with-20-plus-serialized-fields))
    
*   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))
    
*   Mono: \[macOS\] 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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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))
    
*   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 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))
    
*   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))
    
*   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))
    
*   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))
    

### 2020.3.9f1 Release Notes

#### Improvements

*   Timeline: Updated Timeline package to version 1.4.8.
    
*   XR: Updated Windows MR XR SDK Plug-in package to version 4.5.0.
    
*   XR: Updated XR Plug-in Management package to vesion 4.0.5.
    

#### Changes

*   Windows: x86\_64 is now the default Windows architecture. ([1283651](https://issuetracker.unity3d.com/issues/default-architecture-in-build-settings-is-x86-instead-of-x64))

#### Fixes

*   2D: Fixed an issue where TextureImporter logged inconsistent asset import when SpriteDataAccessor APIs were used. (1331206)
    
*   Android: Fixed a performance issue when using GPU skinning on Mali with OpenGL ES. ([1300914](https://issuetracker.unity3d.com/issues/bad-performance-when-using-gpu-skinning-on-mali-with-opengl-es))
    
*   Android: Fixed an issue when using RenderDoc on Android with Vulkan on some Adreno devices that was caused by Unity's ASTC HDR support detection. ([1287309](https://issuetracker.unity3d.com/issues/android-astc-hdr-check-may-cause-issues-with-renderdoc))
    
*   Audio: Fixed an issue where the audio output device was shut down in edit mode when DSPGraph was running. ([1310050](https://issuetracker.unity3d.com/issues/dspgraph-audio-stops-after-60-seconds-when-playing-in-the-editor-mode))
    
*   Editor: Fixed an editor freeze when the FixedTimestep setting in the Preferences was set to 0/0. ([1326481](https://issuetracker.unity3d.com/issues/editor-freezes-when-fixedtimestep-value-in-the-preferences-is-set-to-0-slash-0))
    
*   Editor: Fixed an issue where a blue line appeared in Editor debug build Inspector windows while hovering between components and without a drag action. (1323348)
    
*   Editor: Fixed an issue where a blue line appeared when a component could not be placed while reordering or adding new components in the Inspector. ([1300581](https://issuetracker.unity3d.com/issues/a-blue-line-appears-when-component-can-not-be-placed-while-reordering-or-adding-new-components-in-the-inspector))
    
*   Editor: Fixed an issue where Animation window keyframe Copy/Paste keyboard shortcuts were not working before the main curve area had been clicked on. ([1265480](https://issuetracker.unity3d.com/issues/keyframes-are-not-pasted-from-one-animation-clip-to-another))
    
*   Editor: Fixed an issue where exceptions were thrown while selecting specific console messages. ([1317216](https://issuetracker.unity3d.com/issues/argumentoutofrangeexception-error-is-thrown-when-selecting-a-message-printed-in-the-console-with-specific-string))
    
*   Editor: Fixed an issue where items in the right click menu did nothing on non reorderable arrays in scriptable object with custom editors. ([1307389](https://issuetracker.unity3d.com/issues/right-click-options-do-nothing-on-arrays-in-scriptable-object-with-custom-editors))
    
*   Editor: Fixed an issue where the icon selector window did not close on selection undo. ([1305625](https://issuetracker.unity3d.com/issues/undo-imgui-select-icon-and-texture2d-windows-remain-open-after-performing-the-undo-operation))
    
*   Graphics: Fixed a crash that was caused by using a compute pipeline object after it had been destroyed in Vulkan. (1327421)
    
*   Graphics: Fixed an issue where an error message when encountering incompatible pipeline stages on DX12 was not removed. (1279311)
    
*   IL2CPP: Fixed an issue in Unity forma where code stripping returned wrong type in WebGL build. (1311802)
    
*   iOS: Fixed an issue where the last input character in Text Input Field was unable to be combine when a character limit exists in some languages. ([1321661](https://issuetracker.unity3d.com/issues/ios-unable-to-combine-the-last-input-character-in-text-input-field-when-character-limit-exists))
    
*   Physics: Fixed an issue where OnTriggerEnter was not being called after reparenting a Rigidbody. ([1323883](https://issuetracker.unity3d.com/issues/onentertrigger-gets-called-after-reparenting-a-rigidbody))
    
*   Prefabs: Fixed an Editor crash when changes to Prefab Mesh via Script were applied. ([1307624](https://issuetracker.unity3d.com/issues/editor-crashes-when-applying-changes-to-prefab-mesh-via-script))
    
*   Scripting: Ensure virtual call is made when delegate target is another delegate targeting a virtual method. ([1188422](https://issuetracker.unity3d.com/issues/delegate-points-to-the-base-method-instead-of-override-when-passing-it-to-a-method-before-adding-it-to-an-event))
    
*   Serialization: Fixed an issue with Property Diff after clearing array w/refs. ([1266303](https://issuetracker.unity3d.com/issues/serializereference-field-from-scriptableobject-loses-value-when-deleting-last-array-item-and-then-pressing-undo))
    
*   Shaders: Fixed a caching preprocessor not recognising 1.#INF HLSL constant issue. ([1331147](https://issuetracker.unity3d.com/issues/caching-preprocessor-does-not-support-1-dot-number-inf))
    
*   Shaders: Fixed an issue where Shader compilation progress bar did not shows total variants correctly. ([1201705](https://issuetracker.unity3d.com/issues/urp-android-estimated-shader-variants-number-is-inaccurate-when-compiling))
    
*   WebGL: Fixed an issue where the Garbage Collector could corrupt memory on WebGL. ([1303232](https://issuetracker.unity3d.com/issues/unobservedtaskexception-system-dot-nullreferenceexception-is-thrown-when-the-project-is-built-for-webgl))
    
*   WebGL: Fixed the Chrome deprecation warning about the use of SharedArrayBuffer. ([1323832](https://issuetracker.unity3d.com/issues/webgl-sharedarraybuffer-will-require-cross-origin-isolation-as-of-m91-warning-is-thrown-when-launching-player-on-chrome))
    
*   XR: Fixed an issue where Vulkan lazy allocation was not enabled for memory savings on Oculus Quest. (1314165)
    

#### 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 16.04+
    *   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