I can run game in editor, but when i build and run it everythink frozed. help me pls

hello i can run my game in editor, but when i build and run it games shows on 1 frame and completly froze. heres my logs:

Mono path[0] = 'C:/Users/kenan/Help The People/x64/Help The People_Data/Managed'
Mono config path = 'C:/Users/kenan/Help The People/x64/MonoBleedingEdge/etc'
Starting managed debugger on port 56935
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=0.0.0.0:56935
Found 2 interfaces on host : 0) 192.168.56.1 1) 192.168.1.36
Player connection [17276] Multi-casting "[IP] 192.168.56.1 [Port] 55000 [Flags] 2 [Guid] 708342935 [EditorId] 2754389213 [Version] 1048832 [Id] WindowsPlayer(2,DESKTOP-CU5MRRI) [Debug] 1 [PackageName] WindowsPlayer [ProjectName] Help The People" to [225.0.0.222:54997]...

[Physics::Module] Initialized MultithreadedJobDispatcher with 11 workers.
Initialize engine version: 2022.3.16f1 (d2c21f0ef2f1)
[Subsystems] Discovering subsystems at path C:/Users/kenan/Help The People/x64/Help The People_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce GTX 1650 (ID=0x1f99)
    Vendor:   NVIDIA
    VRAM:     3937 MB
    Driver:   31.0.15.5123
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in  0.278 seconds
- Finished resetting the current domain, in  0.002 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
UnloadTime: 2.011300 ms
[Adaptive Performance] No Provider was configured for use. Make sure you added at least one Provider in the Adaptive Performance Settings.
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
UnityEngine.AdaptivePerformance.APLog:Debug (string,object[]) (at ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptiverPerformanceLog.cs:11)
UnityEngine.AdaptivePerformance.AdaptivePerformanceManager:Awake () (at ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptivePerformanceManager.cs:188)
UnityEngine.GameObject:AddComponent (System.Type) (at C:/build/output/unity/unity/Runtime/Export/Scripting/GameObject.bindings.cs:237)
UnityEngine.GameObject:AddComponent<UnityEngine.AdaptivePerformance.AdaptivePerformanceManager> () (at C:/build/output/unity/unity/Runtime/Export/Scripting/GameObject.bindings.cs:242)
UnityEngine.AdaptivePerformance.AdaptivePerformanceManagerSpawner:Initialize (bool) (at ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptivePerformanceInit.cs:28)
UnityEngine.AdaptivePerformance.AdaptivePerformanceInitializer:InitializeSpawner (bool) (at ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptivePerformanceInit.cs:111)
UnityEngine.AdaptivePerformance.AdaptivePerformanceInitializer:AutoInitialize () (at ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptivePerformanceInit.cs:78)

(Filename: ./Library/PackageCache/com.unity.adaptiveperformance@5.0.2/Runtime/Core/AdaptiverPerformanceLog.cs Line: 11)

Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
Setting up 6 worker threads for Enlighten.
PlayerConnection::CleanupMemory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
  StackAllocators : 
    [ALLOC_TEMP_MAIN]
      Peak usage frame count: [4.0 KB-8.0 KB]: 2373 frames, [2.0 MB-4.0 MB]: 1 frames
      Initial Block Size 4.0 MB
      Current Block Size 4.0 MB
      Peak Allocated Bytes 2.1 MB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 3]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 6]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_AUDIO_FMOD (WASAPI) feeder thread]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 168 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 2]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_AUDIO_FMOD mixer thread]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 8]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 15]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 0]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 6]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.0 KB
      Overflow Count 0
    [ALLOC_TEMP_BatchDeleteObjects]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_AUDIO_FMOD stream thread]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 4]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 3.1 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 1]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 1]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 10.1 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 5]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 7]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.6 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 9]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Loading.PreloadManager]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 25.8 KB
      Overflow Count 4
    [ALLOC_TEMP_Background Job.worker 4]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 7]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 11]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 10]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 5]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 3.1 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 12]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 13]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 11
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 138 B
      Overflow Count 0
    [ALLOC_TEMP_Profiler.Dispatcher]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 456 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 8]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 14]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 0]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.worker 9]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_EnlightenWorker] x 6
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_UnityGfxDeviceWorker]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 14.2 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 3]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 2.6 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 2]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 5.4 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.worker 10]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Loading.AsyncRead]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 261 B
      Overflow Count 0
[ALLOC_MEMORYPROFILER]
  Peak usage frame count: [64.0 KB-128.0 KB]: 2374 frames
  Requested Block Size 1.0 MB
  Peak Block count 1
  Peak Allocated memory 105.5 KB
  Peak Large allocation bytes 0 B
[ALLOC_DEFAULT] Dual Thread Allocator
  Peak main deferred allocation count 29
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.0 MB
    [ALLOC_DEFAULT_MAIN]
      Peak usage frame count: [16.0 MB-32.0 MB]: 2374 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 23.3 MB
      Peak Large allocation bytes 8.0 MB
    [ALLOC_DEFAULT_THREAD]
      Peak usage frame count: [16.0 MB-32.0 MB]: 2374 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 21.9 MB
      Peak Large allocation bytes 16.0 MB
[ALLOC_TEMP_JOB_1_FRAME]
  Initial Block Size 2.0 MB
  Used Block Count 0
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
  Initial Block Size 2.0 MB
  Used Block Count 0
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
  Initial Block Size 1.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
  Peak main deferred allocation count 1
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.0 MB
    [ALLOC_GFX_MAIN]
      Peak usage frame count: [32.0 KB-64.0 KB]: 2373 frames, [64.0 KB-128.0 KB]: 1 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 112.1 KB
      Peak Large allocation bytes 0 B
    [ALLOC_GFX_THREAD]
      Peak usage frame count: [0.5 MB-1.0 MB]: 2374 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 0.9 MB
      Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
  Peak main deferred allocation count 2
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.0 MB
    [ALLOC_CACHEOBJECTS_MAIN]
      Peak usage frame count: [1.0 MB-2.0 MB]: 2374 frames
      Requested Block Size 4.0 MB
      Peak Block count 1
      Peak Allocated memory 1.8 MB
      Peak Large allocation bytes 0 B
    [ALLOC_CACHEOBJECTS_THREAD]
      Peak usage frame count: [1.0 MB-2.0 MB]: 2374 frames
      Requested Block Size 4.0 MB
      Peak Block count 1
      Peak Allocated memory 1.6 MB
      Peak Large allocation bytes 0 B
[ALLOC_TYPETREE] Dual Thread Allocator
  Peak main deferred allocation count 0
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 1.0 MB
    [ALLOC_TYPETREE_MAIN]
      Peak usage frame count: [8.0 KB-16.0 KB]: 2374 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 9.6 KB
      Peak Large allocation bytes 0 B
    [ALLOC_TYPETREE_THREAD]
      Peak usage frame count: [4.0 KB-8.0 KB]: 2374 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 7.5 KB
      Peak Large allocation bytes 0 B
[ALLOC_PROFILER]
  Peak usage frame count: [256.0 KB-0.5 MB]: 2373 frames, [32.0 MB-64.0 MB]: 1 frames
  Requested Block Size 16.0 MB
  Peak Block count 3
  Peak Allocated memory 33.3 MB
  Peak Large allocation bytes 0 B
    [ALLOC_PROFILER_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 65.9 KB
##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1707352424260,"processId":13612,"allocatedMemory":19571,"memoryLabels":[{"Default":-128},{"Thread":1008},{"Manager":9384},{"GfxDevice":72},{"GfxThread":4928},{"Serialization":508},{"String":151},{"HashMap":1536},{"PoolAlloc":112},{"VR":1776},{"Subsystems":96},{"CoreBusinessMetrics":128}]}

Looks like you haven’t set up Adaptive Performance correctly. Check out the documentation for that and see if fixing the setup and configuring a Provider won’t fix your issue.