The Application is in Break Mode - Unhandled exception at 0x61E6E20A (d3d11.dll)

Hi I am having some trouble with my windows build. I have my game on several platforms all working fine but on windows it causes some scenes to crash. I noticed if the quality level is highest causes more scenes to crash but if you lower the quality level most scenes work but one or two will still crash. So I am wondering why on Windows it causes these crashes? Please advise thank you.

No idea what’s going from just that screenshot. Can you go to project settings and set debugger type to “mixed mode”? That should give you more information about the crash when it happens.

I changed it to mixed where I am suppose to look? Thank you.

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Add https://symbolserver.unity3d.com to the list of the symbol servers VS is allowed to pull PDBs from (Tools → Options → Debugging → Symbols). Then, right click on UnityPlayer.dll in the “Call Stack” window and click load symbols. That should reveal the callstack that leads up to the crash. Paste it here.

Hi thanks for the information. Added the symbols.

When it crashes there are whole bunch of UnityPlayer.DLL.

Right clicking any can’t see load symbols.

Thank you.

The symbols are already loaded - you see function names instead of memory addresses next to UnityPlayer.dll.

Anyway, it looks like it’s crashing when it’s loading the terrain in one of your levels. Do you see errors in the “Output” window just as the crash happens? If not, can you click “Debug → Save Dump As…” in Visual Studio, zip up the resulting dump file, upload it somewhere and link it here?