Critical: Windows build fails to run. Not loading assemblies!?

When trying to run a Windows build of our game it fails to create a window. I can see the application active in the task manager. Checking out the output log I see only the following:

It seems to be failing to load all of the assemblies.

The build runs fine on OSX. I also attempted to build the game out on another computer but experienced the same issue. Not sure what to do, any help would be appreciated.

Could you try attaching a debugger to see where it’s stuck? Is it idle or using CPU in task manager?

Task manager shows CPU usage and memory is loaded. CPU usage never goes to 0 but memory usage stabilizes eventually. Should I try creating a development build?

I tried rolling back the project back with git to the last known build that worked. When built this problem still occurred. Very strange, could deleting the Library folder or the output folder help?

I don’t think that could help. It’s possible you have an infinite loop somewhere. Did you try attaching a debugger as I suggested doing?

Tried to attach a debugger. It is stuck on this WaitForSingleObjectEx.

Right click on “[External Code]” and check “Show external code” checkbox. That will give you more info.

Nothing stands out to me, I’m building a dev build in case it allows to see more info.

Could you try running your game with “-force-gfx-direct” argument?

Success! So multithreaded rendering is failing? How should I debug this properly?

Can we get a bug report? This is very likely a bug in Unity. From the callstack it seems to be caused by a particular shader, but I can’t tell you which one just from that callstack.

Ok I have created a report. The project is very large and requires some additional changes to get it to run. So i’ll have to send the repo separately. Case number is 1003174.

Thanks.

It is an issue only with 2017.3. I rolled back to 2017.1 and did not experience the infinite loop.