### Known Issues in 2020.1.1f1

*   AI: Editor crashes on MemoryManager::GetAllocator when selecting NavMeshAgent Component in the Inspector window ([1257220](https://issuetracker.unity3d.com/issues/editor-crashes-on-memorymanager-getallocator-when-selecting-navmeshagent-component-in-the-inspector-window))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadAllAssets - Load\_Prefabs\_AllAssets is significantly slower than 18.4 ([1203512](https://issuetracker.unity3d.com/issues/performance-regression-assetbundleloadallassets-load-prefabs-allassets-is-significantly-slower-than-18-dot-4))
    
*   Asset Bundles: \[Performance Regression\] AssetBundleLoadSingleAssets : LoadAsync\_Prefabs\_SingleAssets is significantly slower than 18.4 ([1203511](https://issuetracker.unity3d.com/issues/assetbundleloadsingleassets-loadasync-prefabs-singleassets-is-significantly-slower-than-18-dot-4))
    
*   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: Crash with empty stacktrace when starting bake in the new scene after baking previous scene with GPU PLM ([1244384](https://issuetracker.unity3d.com/issues/crash-with-empty-stacktrace-when-starting-bake-in-the-new-scene-after-baking-previous-scene-with-gpu-plm))
    
*   Global Illumination: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup ([1162775](https://issuetracker.unity3d.com/issues/gi-initializemanagers-takes-0-dot-4s-during-editor-startup))
    
*   Graphics - General: AsyncGPUReadback.Request never releases unused allocated memory ([1234193](https://issuetracker.unity3d.com/issues/asyncgpureadback-dot-request-never-releases-unused-allocated-memory))
    
*   Graphics - LowLevel: AsyncGPUReadback can leak memory under certain circumstances. ([1260624](https://issuetracker.unity3d.com/issues/asyncgpureadback-can-leak-memory-under-certain-circumstances))
    
*   Graphics - LowLevel: Gfx.WaitForPresent / Gfx.WaitForPresentOnGfxThread huge spikes in Profiler when in Play Mode with vSync set to "Don't Sync" ([1108469](https://issuetracker.unity3d.com/issues/gfx-dot-waitforpresent-huge-spikes-in-profiler-when-vsync-is-off))
    
*   IAP: Unity purchasing gives error on project upgrade due to failing to find UnityEngine.UI assembly ([1193773](https://issuetracker.unity3d.com/issues/unity-purchasing-fails-to-load-due-to-failing-to-find-unityengine-dot-ui-assembly))
    
*   Inspector Framework: Crash on ActiveEditorTracker\_CUSTOM\_Internal\_GetActiveEditorsNonAlloc when reloading Material preview floating window ([1256213](https://issuetracker.unity3d.com/issues/crash-on-activeeditortracker-custom-internal-getactiveeditorsnonalloc-when-reloading-material-preview-floating-window))
    
*   Inspector Framework: Crash on mono\_method\_signature\_checked when selecting a Context Menu option that has been removed from code ([1263906](https://issuetracker.unity3d.com/issues/crash-on-mono-method-signature-checked-when-selecting-a-context-menu-option-that-has-been-removed-from-code))
    
*   Linux: Linux Editor returns the "O" key's KeyCode when the Space key is being pressed ([1263921](https://issuetracker.unity3d.com/issues/linux-editor-returns-the-o-keys-keycode-when-the-space-key-is-being-pressed))
    
*   Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed ([1239227](https://issuetracker.unity3d.com/issues/selection-frame-drawn-in-scene-view-when-a-gameobject-is-selected-while-alt-and-left-mouse-buttons-are-pressed))
    
*   Linux: \[Editor\] Color picker does not work ([1174814](https://issuetracker.unity3d.com/issues/linux-editor-color-picker-does-not-work))
    
*   MacOS: \[Mac\] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X 10.15.4 ([1240265](https://issuetracker.unity3d.com/issues/mac-many-artifacts-can-be-seen-in-scene-view-when-scene-light-is-enabled-on-with-metal-api-and-mac-os-x-10-dot-15-dot-4))
    
*   MacOS: \[macOS\] Unity kernel crashes Mac with OpenGL when only Intel Graphics are present ([1232673](https://issuetracker.unity3d.com/issues/macos-mac-crashes-when-opening-the-project-with-m-apis-under-windowsstandalonesupport-with-only-integrated-iris-gpu))
    
*   Metal: Metal Editor view repaint causes geometry explosion randomly ([1267126](https://issuetracker.unity3d.com/issues/metal-editor-view-repaint-causes-geometry-explosion-randomly))
    
*   Mono: Crash with various stack traces when exiting Play Mode after recompiling scripts ([1238859](https://issuetracker.unity3d.com/issues/crash-with-various-stack-traces-when-exiting-play-mode-after-recompiling-scripts))
    
*   Package: \[Reflect\] Standalone build fails with package errors if Unity Reflect is installed ([1266377](https://issuetracker.unity3d.com/issues/reflect-standalone-build-fails-with-package-errors-if-unity-reflect-is-installed))
    
*   Packman: Asset Store 'Complete Projects' overwriting Project Settings with no warning ([1255256](https://issuetracker.unity3d.com/issues/asset-store-complete-projects-overwriting-project-settings-with-no-warning))
    
*   Profiling: Performance issue in "Profiler" UI with increasing number of events ([967289](https://issuetracker.unity3d.com/issues/performance-issue-in-profiler-ui-with-increasing-number-of-events))
    
*   Scene Management: Building project when two identical scenes are open crashes the editor ([1266194](https://issuetracker.unity3d.com/issues/building-project-when-two-identical-scenes-are-open-crashes-the-editor))
    
*   Scripting: \[SerializeReference\] Polymorphic instances are always recreated when applying _any_ inspector value change ([1193322](https://issuetracker.unity3d.com/issues/serializereference-non-serialized-initialized-fields-lose-their-values-when-entering-play-mode))
    
*   Scripting: \[SerializedField\] fields produce "Field is never assigned to..." warning ([1080427](https://issuetracker.unity3d.com/issues/serializedfield-fields-produce-field-is-never-assigned-to-dot-dot-dot-warning))
    
*   Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked ([1250293](https://issuetracker.unity3d.com/issues/skybox-lighting-is-not-shown-after-creating-new-gameobjects-in-the-new-scene))
    
*   Themes: Editor does not recognize the correct values in the interactive tutorial levels when non-English locale is being used ([1109625](https://issuetracker.unity3d.com/issues/editor-does-not-recognize-the-correct-values-in-the-interactive-tutorial-levels-when-non-english-locale-is-being-used))
    
*   WebGL: Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten ([1192963](https://issuetracker.unity3d.com/issues/webgl-built-project-causes-an-uncaught-abort-exception-when-using-dlopen-dynamic-linking-in-emscripten))
    
*   Window Management: Crash on block\_remove when initiating a drag and closing the window from which the drag originated ([1221016](https://issuetracker.unity3d.com/issues/crash-on-block-remove-when-initiating-a-drag-and-closing-the-window-from-which-the-drag-originated))
    
*   Window Management: ReloadAssembly -> EndReloadAssembly processing freezes Editor for minutes ([1253165](https://issuetracker.unity3d.com/issues/reloadassembly-endreloadassebly-processing-freezes-editor-for-minutes))
    

### 2020.1.1f1 Release Notes

#### System Requirements Changes

##### For running Unity games

*   iOS: minimum version incremented to 10.0 (from 9.0).

#### Fixes

*   Android: Fixed an issue when using blend shapes with GPU skinning on older Adreno devices with OpenGL ES. ([1253349](https://issuetracker.unity3d.com/issues/android-gles-setting-blend-shape-weight-on-one-object-adjusts-the-value-on-other-near-objects-on-some-devices))
    
*   Android: Fixed Application.targetFrameRate when Optimized Frame Pacing is enabled and VSync is off. (1261973)
    
*   Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value. ([1253155](https://issuetracker.unity3d.com/issues/clip-count-is-not-updated-correctly-when-animator-dot-runtimeanimatorcontroller-is-changed-twice-on-the-same-frame))
    
*   Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import. ([1261935](https://issuetracker.unity3d.com/issues/models-change-their-position-in-scene-after-reporting-them-in-2019-dot-4))
    
*   Asset Pipeline: Changed behavior in Refresh  
    
    *   Empty folders that don't have .meta files get deleted if the folders were known before.  
        
    *   If an orphaned .meta file is marked as folderAsset the folder is recreated.  
        These changes address issues related to creating/deleting folders in certain (p4, git) version controlled projects where empty folders don't get created/deleted when the user gets latest version on the client. ([1188160](https://issuetracker.unity3d.com/issues/vcs-pulling-folder-meta-file-deletion-does-not-properly-delete-the-folder-with-git), [1188161](https://issuetracker.unity3d.com/issues/vcs-assertion-failed-errors-thrown-when-re-creating-empty-folders-and-having-the-github-plugin-installed))
*   Asset Pipeline: Fixed an imported asset dependency on a source asset could lead to a wrong import. ([1220619](https://issuetracker.unity3d.com/issues/anima2d-skinned-meshes-are-not-fully-rendered-in-play-mode-when-enabling-sprite-packer-and-using-assetdatabase-v2))
    
*   Asset Pipeline: Prevented PluginImporter importing from root folders in registered asset folders. ([1193341](https://issuetracker.unity3d.com/issues/package-folders-ending-in-dot-framework-are-incorrectly-handled-and-treated-as-native-plugins-instead-of-packages))
    
*   Audio: Set override sample settings sets override for incorrect platform when passing a string. (1237576)
    
*   Build Pipeline: Fixed build never finishing when there is a large number of assets in the StreamingAssets folder. ([1260359](https://issuetracker.unity3d.com/issues/build-is-never-finished-when-there-is-a-large-amount-of-assets-in-the-streamingassets-folder))
    
*   Editor: Fixed an issue where a MissingReferenceException was thrown when undo operation is performed with a Particle System object selected. ([1254599](https://issuetracker.unity3d.com/issues/shuriken-missingreferenceexception-thrown-when-undo-operation-is-performed-with-particle-system-object))
    
*   Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified. ([1247020](https://issuetracker.unity3d.com/issues/custom-menu-item-fails-validation-when-opened-in-the-hierarchy-window))
    
*   Editor: Fixed application freezes when it is out of focus. ([1247435](https://issuetracker.unity3d.com/issues/application-becomes-not-responding-when-switching-focus-in-a-x86-64-build))
    
*   Editor: Fixed freeze when Time.timeScale is set to NaN. ([1216135](https://issuetracker.unity3d.com/issues/unity-freezes-when-time-dot-timescale-is-set-to-nan))
    
*   Editor: Fixed rare Editor hang on OSX when building to player. (1251001)
    
*   Editor: Improved Mesh triangulation warnings to display the path to the asset where they originate. ([1252773](https://issuetracker.unity3d.com/issues/asset-path-and-filename-is-missing-when-warning-about-self-intersecting-polygon-is-thrown))
    
*   Editor: Made shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts. ([1186110](https://issuetracker.unity3d.com/issues/linux-default-shortcuts-for-different-keyboard-locations-are-physical-location-based-not-letter-based))
    
*   Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins. ([1237217](https://issuetracker.unity3d.com/issues/macos-bundle-plugins-are-not-linked-on-xcode-project-export))
    
*   Graphics: Added correct usage flag in VFX mesh stripping : avoid lost of actually used channel. ([1261152](https://issuetracker.unity3d.com/issues/vfx-mesh-stripping-doesnt-test-visualeffect))
    
*   Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode.
    
*   Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps. ([1256699](https://issuetracker.unity3d.com/issues/astc-hdr-lightmaps-clamp-to-1))
    
*   Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps. ([1256696](https://issuetracker.unity3d.com/issues/astc-hdr-compressed-assets-become-illuminated-when-convolution-type-is-set-to-specular-glossy-reflection))
    
*   Graphics: Fixed CustomRenderTexture not using depth for camera rendering. ([1226411](https://issuetracker.unity3d.com/issues/android-ios-rendertexture-does-not-render-gameobjects-if-cameras-clear-flags-is-set-to-skybox-after-switching-platform))
    
*   Graphics: Fixed Hybrid renderer + builtin unity + custom material vars rendering order issue. (1260245)
    
*   Graphics: Fixed incorrect reported "WARNING: Shader Unsupported: 'shadername' - All passes" for HDRP/Lit shader. ([1242643](https://issuetracker.unity3d.com/issues/hdrp-warning-shader-unsupported-shadername-all-passes-removed-from-the-log))
    
*   Graphics: Fixed issue where the Vulkan pipeline cache data was not getting saved on Stadia. (1244925)
    
*   Graphics: Fixed SV\_RenderTargetArrayIndex on Vulkan. (1246988)
    
*   Graphics: Fixed SV\_RenderTargetArrayIndex with tessellation shaders on Vulkan. (1257093)
    
*   Graphics: Fixed viewport clear when using texture array on Vulkan. (1249430)
    
*   Graphics: Fixed Vulkan shaders on desktop not working like they do in Metal with half precision disabled in most cases except explicit min16float in shader. ([1200917](https://issuetracker.unity3d.com/issues/black-rendering-nans-on-planar-reflection-on-vulkan-when-reflection-is-in-the-camera-view))
    
*   Graphics: Game view Statistics tab reports false values when using SRP. ([1209185](https://issuetracker.unity3d.com/issues/d3d11-game-view-statistics-tab-reports-false-values-when-using-srp))
    
*   Graphics: Image conversion into a NativeArray is supported.  
    ImageConversion.EncodeNativeArrayToTGA  
    ImageConversion.EncodeNativeArrayToJPG  
    ImageConversion.EncodeNativeArrayToPNG  
    ImageConversion.EncodeNativeArrayToEXR.
    
*   Graphics: Improved Hybrid Renderer V2 error handling when incompatible shaders are detected. (1240162)
    
*   Graphics: Solved performance issues with reflection probe anchors when reloading scenes.
    
*   IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0. ([1251011](https://issuetracker.unity3d.com/issues/system-dot-net-dot-socket-objects-throw-argumentexception-in-il2cpp-after-installing-windows-sdk-2004))
    
*   IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances. ([1251628](https://issuetracker.unity3d.com/issues/android-il2cpp-arm64-release-build-fails))
    
*   IL2CPP: Fixed GC performance regression on Android and Linux.
    
*   IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace. ([1242285](https://issuetracker.unity3d.com/issues/android-stack-traces-using-application-dot-logmessagereceived-callback-dont-appear-correctly-or-at-all-in-android-5-and-possibly-4))
    
*   IL2CPP: Generate less source code for managed debugging. ([1205136](https://issuetracker.unity3d.com/issues/ios-arm64-branch-out-of-range-747396072-max-is-plus-slash-128mb-xcode-error-when-building-development-build-with-script-debugging))
    
*   iOS: Fixed occasional crash on exit pointing to ViewInfo\_OnDisplayCutoutsChanged. (1252463)
    
*   iOS: Fixed Xcode archive validation error when using custom storyboard. ([1264496](https://issuetracker.unity3d.com/issues/ios-using-custom-storyboard-as-a-launch-screen-with-multitasking-enabled-fails-the-archive-validation-for-app-store))
    
*   Linux: Fixed chains of editor windows not remaining open when clicking the x button. (1222605)
    
*   macOS: Fixed popup stays open after closing window. ([1235872](https://issuetracker.unity3d.com/issues/animation-property-window-remains-stay-open-after-closing-the-animation-window))
    
*   Package Manager: Disabled _Cancel_ button in the Package Manager progress pop-up. ([1253133](https://issuetracker.unity3d.com/issues/packman-enable-and-disable-process-does-not-suspend-on-clicking-on-cancel-button-in-the-popup))
    
*   Package Manager: Fixed case 1239910, delay display of labels. ([1239910](https://issuetracker.unity3d.com/issues/packman-filter-drop-down-menu-has-a-delay-when-opening-it))
    
*   Package Manager: Fixed case 1245090 close filtersWindow if already open (dbl-click). ([1245090](https://issuetracker.unity3d.com/issues/packman-filters-dropdown-displays-the-menu-even-though-its-set-to-off-when-double-clicked))
    
*   Package Manager: Fixed loading spinner rotation speed. ([1248718](https://issuetracker.unity3d.com/issues/package-manager-refresh-animation-is-too-fast-when-packages-are-being-refreshed))
    
*   Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing. ([1262125](https://issuetracker.unity3d.com/issues/crash-in-stackallocator-trydeallocate-when-calling-particlesystemrenderer-dot-bakemesh))
    
*   Particles: Fixed exception being thrown when Texture Sheet Animation module is multi-editing a large list of sprites. ([1222515](https://issuetracker.unity3d.com/issues/nullreferenceexception-is-thrown-when-selecting-multiple-particle-systems-with-texture-sheet-animation-module-expanded))
    
*   Particles: Fixed trying to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders. (1255008)
    
*   Physics: Fixed an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time. ([1231211](https://issuetracker.unity3d.com/issues/crash-on-collider2d-cleanup-when-changing-scene-and-disabling-a-gameobject-at-the-same-time))
    
*   Physics: Fixed an Editor crash on "PhysicsContacts2D::EndContact" when exiting Play mode after Assertion failed on expression: "GetShape() == NULL". ([1262936](https://issuetracker.unity3d.com/issues/editor-crashes-on-physicscontacts2d-endcontact-when-exiting-play-mode-after-assertion-failed-on-expression-getshape-equals-equals-null))
    
*   Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime.
    
*   Physics: Fixed collision detection of kinematic Rigidbody with non-convex mesh collider. ([1262418](https://issuetracker.unity3d.com/issues/no-collision-appears-when-one-of-the-colliding-gameobjects-has-non-convex-mesh-collider-and-kinematic-rigidbody))
    
*   Profiler: Fixed an issue where CPU texture memory would no longer be reported. ([1261859](https://issuetracker.unity3d.com/issues/texture-read-slash-write-option-does-not-double-the-memory-in-profiler))
    
*   Profiler: Fixed outn of memory crash when saving large frame in Profiler. ([1253117](https://issuetracker.unity3d.com/issues/crash-on-saving-data-from-profiler))
    
*   SceneManager: Fixed SceneManager.GetSceneByBuildIndex returns a blank Scene object when 'Reload Scene' is disabled. ([1250452](https://issuetracker.unity3d.com/issues/scenemanager-dot-getscenebybuildindex-returns-a-blank-scene-object-when-reload-scene-is-disabled))
    
*   Scripting: Fixed engine code stripping bug when a user assembly was named `InputModule.dll` or matched any of the other engine module names. ([1249190](https://issuetracker.unity3d.com/issues/unitylinker-fails-to-run-when-assembly-definition-asset-is-named-inputmodule-dot-dll))
    
*   Scripting: Sort ILPostProcessors by name
    
*   Serialization: Fixed crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field. ([1256438](https://issuetracker.unity3d.com/issues/crash-in-typetreequeries-readstringfrombuffer-when-assigning-a-serializereference-with-a-specific-serialization-order))
    
*   Serialization: Fixed crash with recursive generic instance containing field of the generic instance type. ([1255177](https://issuetracker.unity3d.com/issues/unity-crash-when-upgrading-2019-dot-3-project-to-2020-dot-x-caused-by-generics))
    
*   Serialization: Fixed serialization layout errors when using classes with arrays of structs containing SerializeReference fields. ([1239667](https://issuetracker.unity3d.com/issues/serialization-layout-errors-when-using-classes-with-arrays-of-structs-containing-serializereference-fields))
    
*   Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly.
    
*   Shaders: Fixed Caching preprocessor output when encountering an unknown preprocessor directive. (1254674)
    
*   Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection. ([1264467](https://issuetracker.unity3d.com/issues/shadervariantcollection-impossible-to-add-a-shader-to-svc-when-the-shader-contains-a-grabpass))
    
*   Text: Fixed for GetPathsToOSFonts() not returning any valid font file paths on iOS. (1262883)
    
*   TextCore: Fixed potential marshalling array resize issue. (1262879)
    
*   UI Toolkit: Fixed allocating TextInfo inside TextHandle when not necessary. (1249096)
    
*   UI Toolkit: Improved performance for elements using star rule by removing duplicates in StyleVariable list. (1250638)
    
*   WebGL: Fixed "Constant Physical Size" UI scale mode on WebGL. ([1221561](https://issuetracker.unity3d.com/issues/webgl-ui-elements-appear-smaller-on-builds-than-in-the-editor-when-the-canvas-scaler-is-set-to-scale-with-physical-size))
    
*   Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen. ([1201766](https://issuetracker.unity3d.com/issues/visual-artifacts-appear-when-window-is-being-minimized-and-reopened-using-right-click-mouse-button))
    
*   XR: Added a pre-init flag to request an offscreen Vulkan swapchain. (1253274)
    
*   XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0. ([1245185](https://issuetracker.unity3d.com/issues/android-ar-building-an-arcore-project-fails-when-gradle-version-is-3-dot-6-0))
    

#### API Changes

*   XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques

#### Changes

*   XR: Updated Oculus XR Plugin package to 1.4.0.

#### Improvements

*   Editor: Scene view "Shaded Wireframe" mode can work with SRPs now, via ScriptableRenderContext.DrawWireOverlay.
    
*   Editor: Vertex snapping is many times faster on large scenes, and it's easier to snap to vertices that are close/visible, without accidentally snapping to some far away occluded objects. ([1255176](https://issuetracker.unity3d.com/issues/sceneview-unusable-vertex-snapping-performance-on-large-scenes))
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (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 10.12.6 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 10.12+, Ubuntu 16.04+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 10.0 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