My windows standalone build doesn't work at all.

Hi folks,

so here’s the problem :

I’ve tryed to build a windows stadalone version of my game, which I’ve made succefully 2 day’s ago, but since yester days it doesn’t seems to work anymore.

The exe and pdb files are normaly created, aswell as the data folder but when I click on the exe in order to lauch the game nothing happend, not even the dialog window whith the game settings.

I just looks like it freeze but no error shows up. And when I try to delete the folder it told that i can’t because it’s used by System…

I really don’t understand what’s going on and when i export the game as a webgl project it works fine…

The only error I’ve seen is about shaders :

Shader error in ‘MyShaders/NewImageEffectShader’: unable to unroll loop, loop does not appear to terminate in a timely manner (72 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number at line 55 (on d3d11_9x)

Compiling Fragment program Platform defines: UNITY_NO_LINEAR_COLORSPACE UNITY_ENABLE_REFLECTION_BUFFERSUNITY_PBS_USE_BRDF3

But it was working fine until now and I haven’t change it for a long time…
Here is the code if it can help.

Shader "MyShaders/NewImageEffectShader"
{
	Properties
	{
		_Colour("Coleur1", Color) = (1,1,1,1)
		_Colour2 ("Coleur1", Color) = (1,1,1,1)
		_Colour3("ColeurFond", Color) = (0,0,0,1)
		_Iteration("Nb Iteration", Range(1,10)) = 2
	}
	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 pos : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.uv;
				return o;
			}
			
			fixed4 _Colour;
			fixed4 _Colour2;
			fixed4 _Colour3;
			int _Iteration;

			fixed4 frag (v2f i) : SV_Target
			{
				fixed2 uv = i.pos.xy / _ScreenParams.xy;

				fixed4 fragColor;
				float time = _Time[1];
				float res = 1.;
				for (int i = 0; i < _Iteration; i++) {
					res += cos(uv.y*12.345 - time*4. + cos(res*12.234)*.2 + cos(uv.x*32.2345 + cos(uv.y*17.234))) + cos(uv.x*12.345);
				}

				fixed4 c = lerp(_Colour,//fixed3(_Colour.x, _Colour.y, _Colour.z),
					_Colour2,//fixed3(_Colour2.x, _Colour2.y, _Colour2.z),
					cos(res + cos(uv.y*24.3214)*.1 + cos(uv.x*6.324 + time*4.) + time)*.5 + .5);

				c = lerp(c,
					_Colour3,//fixed3(_Colour3.x, _Colour3.y, _Colour3.z),
					clamp((length(uv - .5 + cos(time + uv.yx*4.34 + uv.xy*res)*.1)), 0., 1.));

				return fragColor = c;//fixed4(c.x, c.y, c.z, 1.);
			}
			ENDCG
		}
	}
}

I one of you guy’s can help me out it will be really cool cause I don’t know what to do now ^^
Thanks in advence and sorry for my poor english.

Okay, I’ve worked it out… It was Avast who was bloking the execution without saying anything.
I lost a lot of time but at least the game is fine ^^