nah doesn’t work. still crashing
I encountered similar issues. Sometimes Unity would freeze directly on play or while opening an in-game menu. I read somewhere to switch your quality settings to low, which I thought fixed the issue for me. However, when I opened Unity the next day, the issue still existed.
At the moment, removing the render pipeline asset and reassigning it somewhat did the trick for me. I am sure this itself is not the reason it “fixed it,” but maybe updating something in the quality/project settings helped.
If anybody has a better solution or more insight, I would be happy to hear. This is starting to get annoying.
Still crashing and crashing and crashing and crashing. Fucking annoying
In my case the error happened when I was adjusting the inspector window size. This was fixed after I reconnected second monitor to the graphics card port (I have 2 monitors: the first was connected to the motherboard and the second to the GPU. After both were connected to the GPU, the D3D11 issue was solved). I think this is related to the integrated GPU because it began to happen when I changed CPU and motherboard.
This issue happens when I didn’t interact with Unity Editor for a couple of times (maybe ten or twenty minutes).
Windows 10 with Unity 6 LTS.
I didn’t see this issue before update to Unity 6.
For me this issue started after DirectX had an update through a Nvidia driver update, I fixed it by changing to Vulkan.
I have noticed similar issues in production games I play all the time. My solution that seems to be working was to underclock my GPU, so that might also help if you need to stick with DirectX.
ensure that Unity is running on the dedicated graphics card. that fixed it for me
Had same issue on laptop with iGPU (Intel Ultra 7 155H) and Nvidia Ada 1000 on versions 6000.0.33f1 and 6000.1.8f1.
I had massive lag spikes/crashes when Unity tooltip was showing up, or editor loading screen would occur. Most of the time it would spike my iGPU usage to 100% in random application.
Issue is super weird since it did not happen on my older project, but never empty projects failed on some occasions. Changing to DX12 helped at some project, but on other it did not help.
Changing hub to eGPU in win11 settings and nvidia control panel did not help.
Solution:
Change Unity hub to also use eGPU. I think the issue lies somewhere in ARC DX11/DX12 drivers, and in the way Unity editor handles rendering some UI elements.
Hope this helps!
Seems like that only worked on one day, today morning the same issue happens.
Solution 2:
Force editor to use DX11 by adding “-force-d3d11” into project’s command line arguments in Unity Hub. That seems to help (at least this morning). After that I also removed DX12 from Windows Graphics API
Just going to add my voice and whatever info I can come up with.
I have had this issue ever since switching to Unity 6 with URP 17.0.4. I have tried multiple versions of Unity 6.0.x (currently on 6000.0.51f1) and all Nvidia studio drivers between 546.65 and 576.80. Some of them crash immediately and reliably, others crash after a few minutes and sporadically. 560.81 will go a few days without a crash and then crash several times back to back. Early on, I thought I had found a mesh that I thought was the culprit, but after a day or so it started doing it again without that mesh. After that, I kept finding things that I thought were the culprit, only to be proven wrong a day later - like jamppajoo1’s experience. I do have a very heavy scene that it happens in - around 9k objects. However, in the past I have had scenes of similar size in earlier versions of Unity (2021 and 2022) in which this never happened. As a matter of fact, I have never seen this error before Unity 6. It happens only in play mode. I have never seen it happen while editing an asset like some others have reported. It’s worth pointing out that URP 17.0.4, to my knowledge, is only used in Unity 6. 2022.3 uses 14.0.9.
One thing I have noticed is that when it does happen, GPU usage spikes to 100% (from 30%) and the editor hangs until the error appears, which leads me to believe that it might be hitting an infinite loop in a shader somewhere. I don’t have any custom shaders, whether SG or HLSL. I don’t have an integrated video card - just the discrete RTX 2080 Ti. Tried deleting and rebuilding the Libary folder. The TDRDelay is already set to 120 seconds for Substance Painter. As stated, I’ve tried multiple Nvidia drivers. DX12 isn’t an option because it’s a VR simulation, and the only supported API for VR is DX11. It happens significantly less in builds - just once so far.
I have a hard time believing that it’s getting overloaded, because the machine in question is a beast - the above-mentioned video card, which has 11G memory, plus a 4.7G 10-core i9 processor with hyperthreading, 128G of memory, and a Sabrent Rocket Q4 SSD (4TB, so no, not out of space) that benchmarks at 3.5G per second. According to both Task Manager and MSI Afterburner the video card is only running at 30% utilization until it hits the error (see above). And yes, I tried turning off Afterburner. It actually seems to happen more when it’s turned off, but that might be my imagination. Checked for overheating (card at 130 degrees, CPU at 150) VMEM usage (around 70%) and also tried various Nvidia profile settings with performance mode and whatnot. No overclocking anywhere whatsoever. I believe overclocking is of the devil. : )
The problem does not appear in any other app, including some very heavy ones like Maya, Substance Painter, World Machine, and Renderman, and it doesn’t happen in any of the games I play on this machine.
I’ve given some thought to migrating the project to HDRP to see if it’s URP that’s doing it, especially since the aforementioned 100% spike suggests a shader somewhere, but I don’t think HDRP has an equivalent to the GPU-resident drawer (yes, I tried turning that off, too) and that feature gave me a significant performance boost. At one point I was running builds at 120FPS in VR with 8k+ objects in the scene. It dips a little now, though. GPU-RD was the whole reason I decided to do this project in Unity 6. I’m wondering if it wasn’t a mistake, and I’m trying to decide how big a task it would be to export everything and reimport it into Unity 2022. Downgrading is usually like playing Russian roulette with seven bullets and 13 black cats sitting in your lap, though.
Do you get this in builds also ?
Also do you have both game and scene view visible at the same time ?
Just once in a build. And no, I don’t keep a scene view up while in playmode unless I need to observe something that I can’t observe from the headset. Never had it happen while doing that, but it’s not often that I do, so take that with a grain of salt. I have always avoided keeping both up, because it lowers your frame rate significantly.
As an aside, I also get a MUCH higher frame rate in the player - I currently get around 30 in the editor and more like 90 in the player. I’ve always chalked that up to editor overhead, but it’s never been this drastic in 2022.3 and earlier.
I decided to try to convert the project to HDRP, to see if the problem is in URP. To say that it was a train wreck would be a vast understatement. More like a galaxy wreck. Couldn’t even get terrains to render in VR at all. It keeps telling me that terrain rendering in multi-pass view isn’t supported, even though I have it set to single instanced. Additionally, there’s no built-in way to convert materials from URP to HDRP. I had to write a script to do it. I guess that’s one good thing that came from this.
So, bottom line is, I didn’t learn a damn thing other than “don’t try to migrate from URP to HDRP”. : P
So, Github->Roll Back to square one.
Edit: I can also say with fair certainty now that it also isn’t overloading the system, because I just disabled half my scene and got the error within 30 seconds of starting play mode.
I recall very vividly the times when i had a 1050GTX with my old drivers for multiple years and was all working perfect, until i decided to upgrade the driver and all was gone, i got this error always and everything became unstable.
In my mind this is a massive drop of the backet from NVIDIA side, i cant imagine the genius that introduced such a massive bug in their cards. The funny thing is that it happens without the GPU being pushed or maxed or anything, so besides a bug is also a stupid one. I mean the checks they do to enforce this absolutely fail.
After ages of dealing with this, I am mostly certain it’s a shader or specifically shadergraph bug, though I’m sure non-shadergraph users have these crashes as well. The main reason I can’t blame Nvidia fully is that I’ve seen someone with an AMD card and the same issue. Albeit at some point, downgrading GPU drivers to an ancient version did the trick and produced no crashes, that’s far from an option to run 2022 drivers in 2025.
It only happens to me with SW2 and SW3 (both made in Shadergraph).
Any ASE shaders or far heavier shaders I use, like Crest/KWS, have no issues despite their complexity, while removing the only shadergraph-made shader in my project resolves the problem and produces no crashes.
The alternative is sticking to Unity’s terrible DX12 implementation and sacrificing 50% of editor performance.
I really hate to contradict you, and I will keep the caveat that this is probably coming from multiple sources, but day before yesterday I started through the arduous process of downgrading the project to 2022.3.60f1. I’ve been playing it continuously for two days, in the editor, with zero crashes. For my own individual situation at least, it’s a Unity 6 bug - or possibly URP 17.0.4.
Here’s the really infuriating thing: It’s actually running slightly faster. The whole reason I went with Unity 6 was because I thought it would have higher performance because of the GPU resident drawer. It seemed like it was running great in Unity 6. The downgrading process was a mess, to be sure, and I had to do a lot of reconnecting TMPro stuff, downgrading API calls, and fiddling with miscellaneous crap, but in the end, it’s running faster and more stable on an older version of Unity. And it even looks better. It’s really a shame, because I like a lot of the UI improvements in U6.
Unfortunately, the project is 80G, so I will have to come up with a repro project if I want to submit a bug. That, and I will need to try to isolate a trigger for it if I can.
Any fix for this? it’s 2025 and we are still getting this issue. I’ve try everything suggested.
Disabling the integrated graphics card is the only thing that works for me, disable then run Unity. Of course disabling the integrated cards card means you can’t run a external screen, your mic & video don’t work etc.
I’ve been switching off/on my integrated card for 9 months now. It’s a pain.
I am on Unity 2022.3 LTS post-glitch version and from Wednesday last week I started getting thissue non-stop. I got some help in making it happen less, by unchecking this within the settings, but it is still not gone… I thought it was caused by me doing compute shaders but even when I am not doing them it still happens, mostly when I switch back to Unity from VSCode upon a C# recompile.
Hi, which 2022.3 version is used ?
Also is game and scene view open same time and what is the windows resolution set to ?
Also do you use one or more screens ?
2022.3.62f2.
Game and scene window open.
Only one monitor.
I’ve had this setup FOR YEARS without issue. The GPU gets around 40 degrees Celsius when doing this, so it doesn’t seem to be an overheating issue either.

