Hello
With UWP at Xbox One with DX12 this error;
Exception thrown at 0x00007FFB409A8FDE (UnityPlayer.dll) in Game.exe: 0xC0000005: Access violation writing to position 0x0000022F97FFFFD8.
AT DEBUG, RELEASE and MASTER
With DX11 get in Menu but when LoadGame Scene not work because of Shader
At Windows 10 UWP DX11 or DX12 all work
but not at XBOX ONE or XBOX ONE X
When use DX11 shaders not work so i switched to DX12
But now always get:
How can fix or can use DX11 SHaders?
Or only with DX12?
I see Splash of the Game then it Loads the Menu Scene and this error:
Exception 0x00007FFB409A8FDE (UnityPlayer.dll) in Gameexe: 0xC0000005: Access violation writing to position 0x0000022F97FFFFD8
How can fix?
Want get my game also at UWP = Xbox because ID@XBOX needs dev kit and so on
Can someone help or Unity Straff?
Thank you so much
Regards
Do you have a callstack for that access violation? Which Unity version are you using? How did you switch to DX12?
Thank you
At WIndows 10 it works as Package and Installed and Debug in UWP
Only at XBOX ONE not
Callstack:
I added DX12 in Graphic API but cant remove DX11 when try it not removes and gives not information why.
Unity 2020.3.25f
SomeSettings:
Looks like the crash is happening within VegetationSystemPro asset in some unsafe code. It’s hard to tell whether the issue is within Unity or within that asset, but eliminating it might make the crash go away.
How much memory is your game using on PC? Any chance Unity is crashing due to running out of memory on Xbox?
Thank you
Yes with VegetationStudioPro disabled Menu Scene loads but with DX12 very bad performance not like with DX11
But VS Pro is need for the Vegetation and in Windows it work
Also if in menu click button do load Level Scene
i get error:
Game.exe has triggered a breakpoint.
Callstack only UnityPlaer.dll
at XBOX
At WIndows 10 not problem scene loads when click menu
Ah and
At XBOX with DX11 it starts Menu also with VS Pro enabled but show no vegetation. Only at Windows
I highly suspect this could be a memory usage issue. How much memory is your game using?
Thank you got it to work sometimes with VS Pro but then next build again the exeption error with no infos why
To much RAM usage? but sometimes same scene uses 2GB smaller RAM hmm
Have the Problem when CLick Build and Run i get Build Failed
But with Build and then in Visual Studio i can Build to Xbox and See RAM CPU usage but with Debug or Releas also with set Development Build and Autoconenct Profiler the Unity Profiler not COnnects to XBox also not the Standalone
Need it be with Build and Run to get Unity Profiler working with XBox?
I also added this Capabilities because read needed for Profiler to work but still not 
Also with DX11 good performance but no Vegetation but in DX12 also without Vegetation very bad performance ans stutter why which settings best for DX12 tried much but cant use Profiler to check why with DX11 good perofrmance and with DX12 bad
Thank you
The profiler should work, just make sure to use “Release” rather than “Master” build. You can deploy however you want, it should work with both Build & Run and when deployed from Visual Studio.
Is your Xbox in the same network as your PC? Did you try connecting the profiler via the IP address?
I see in your build settings you’re using “Debug” configuration - make sure it’s set to “Release” instead. Debug will have very bad performance.
also Release and Master has same bad performance
Yes same network i got it short to work then again not Connect in Profiler when use IP it also not conencts no errors hmm cant check without Profiler why bad Performance at DX12
in DX11 no problems but shaders and vegetation there not work
Also no way to use more RAM and GPU Power?
The profiler not connects hmm
Remote BUild to IP from Visual Studio also work so why the Profiler not Connects?
Thanks