URGENT HELP NEEDED! App keeps crashing on all devices

Hi, we are facing a problem as our app keeps crashing randomly. In our crash dump it states this:

0xC0000005
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

Can we get help on how to fix this issue?

9727906–1390753–Crash_2024-03-25_174219181.zip (215 KB)

from log:
“reshuffle676
Crash!!!”

so i’d check what happens in reshuffle or after it?

stacktrace:
“0x00007FF9FEA299F1 (nvwgf2umx) NVAPI_DirectMethods
0x00007FF9FEA28F5B (nvwgf2umx) NVAPI_DirectMethods
0x00007FF98B119C4E (D3D12Core) D3D12GetInterface
0x00007FF981D24AE1 (UnityPlayer) UnityMain”

using dx12? (its been quite buggy & easy to crash - at least in editor…)

I quickly look at the crash dump, and the crash occurs within the NVidia driver, but this appears to be the relevant stack from a Graphics Worker Thread:

UnityPlayer.dll!lane_try_steal()    Unknown
UnityPlayer.dll!lane_guts()    Unknown
UnityPlayer.dll!ujob_wait_for(struct ujob_control_t *,struct ujob_handle_t,int)    Unknown
UnityPlayer.dll!D3D12RayTracingState::WriteHitGroupShaderRecords(class D3D12CommandListWithState *,struct dynamic_array<struct D3D12RayTracingShaderTable::ShaderRecordDesc,0> const &,class D3D12RayTracingShaderTable &,class D3D12ResourceBarrierDispatcher &)    Unknown
UnityPlayer.dll!D3D12RayTracingState::Transition(class D3D12CommandListWithState *,struct D3D12RayTracingState const &,class D3D12RayTracingShaderTable &,class D3D12RayTracingShaderTable &,class D3D12RayTracingShaderTable &,class D3D12RayTracingShaderTable &)    Unknown
UnityPlayer.dll!GfxDeviceD3D12Base::smile:ispatchRayTracingProgram(struct ObjectHandle<struct RayTracingProgram_Tag,void *> &,char const *,unsigned int,unsigned int,unsigned int)    Unknown
UnityPlayer.dll!GfxDeviceWorker::RunCommand(class ThreadedStreamBuffer &)    Unknown
UnityPlayer.dll!GfxDeviceWorker::RunExt(class ThreadedStreamBuffer &)    Unknown
UnityPlayer.dll!GfxDeviceWorker::RunGfxDeviceWorker(void *)    Unknown
UnityPlayer.dll!Thread::RunThreadWrapper(void *)    Unknown

This does appear to be a Unity bug with D3D12, and I found an internal ticket covering it. There isn’t a public link and so here’s the description:

I’m pretty sure this is the bug you’re hitting.

The Player log says you’re on 2022.3.3f1 and according to the ticket the bug was fixed in 2022.3.7f1.

If you can, please see if updating to the latest 2022 LTS release fixes solves the problem.

@timke if you are unity internal, why dont you have the badge?

I (temporarily) removed it to avoid unwanted attention.
Also so slammed right now I can’t respond to DMs or pings as would like to, and so felt better to keep a low profile during this time.

1 Like

Hi Timke,

Thanks for the reply. We have upgraded to 2022.3.7f1 but it still crashes. Is there anything else we can do?

This is the crash dump file: Sign in to your account

9729769–1391227–Crash_2024-03-27_041225081.zip (228 KB)

Ah nuts…I’m sorry to hear that, it certainly looked like that was the issue but maybe it’s something else.

Alright, first off I recommend opening a bug for this crash.

It could also be a graphics driver bug, and so see if you can update your NVidia drivers, or check the NVidia forums about possible RayTracing issues.

As a work-around, can you disable RayTracking in your project? I don’t know how your project is using it, but RayTracing seems to be the source of the crash.

I’m not a graphics dev and really can’t comment more on this, but I’ll ping the Graphics team and hopefully someone with more expertise can help out.

Hey I have that too!
It’s either accessing an address it’s not allowed, or it leads to a StackOverflow at random points.

Keep us updated and if you create a BugReport, post the ID here pls.

Since you and me have this issue just recently, maybe it’s an actual bug?

I’m on 2023.2.14f1, but it also occurred on 2021.3.31f1. (in 36f1 the Editor crashed due to a plugin… 31f1 contains a fix for missing Publish button in VStudio )

I use SDK 10.0.22621.0 (which we should be using according to this site, see bottom quote)

Here is a random StackOverflow happening:
n342va

And a player log, nothing useful in it if you ask me.
[SPOILER=“Logging to Q:/Users/UserMgr0/AppData/Local/Packages/Pecker_c1m3bhrcdy146/TempState/UnityPlayer.log Loading native plugins Loading vcomp140d.dll Failed to load plugin vcomp140d Loading vcomp140.dll Failed to load plugin vcomp140 Loading lib_burst_generated.dll Module information: Built with Compiler Ver ‘193431935’ Built from ‘2023.2/staging’ branch Version is ‘2023.2.14f1 (eeca29774eb5)’ Debug build Application type ‘D3D’ OS ‘Windows 11 (10.0.25398) 64bit’ Found 2 interfaces on host : 0) 192.168.178.132 1) 127.0.0.1 Player connection [4388] Multi-casting “[IP] 192.168.178.132 [Port] 55000 [Flags] 2 [Guid] 2252261363 [EditorId] 0 [Version] 1048832 [Id] UWPPlayerX64(19,XBOX) [Debug] 0 [PackageName] Pecker_c1m3bhrcdy146 [ProjectName] ” to [225.0.0.222:54997]… [Physics::Module] Initialized MultithreadedJobDispatcher with 7 workers. [Subsystems] Discovering subsystems at path D:/DevelopmentFiles/PeckerVS.Debug_x64.Kaifo/Data/UnitySubsystems GfxDevice: creating device client; kGfxThreadingModeThreaded Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: SraKmd_arden (ID=0xd000) Vendor: Microsoft VRAM: 1280 MB Initialize engine version: 2023.2.14f1 (eeca29774eb5) [AudioManager] InitNormal(tryDeviceDefaults = false, preferredOutputType = FMOD_OUTPUTTYPE_AUTODETECT) attempt with hardAudioDisable: false [AudioManager] Setting output to FMOD_OUTPUTTYPE_AUTODETECT [AudioManager] InitNormal succeeded with output “FMOD_OUTPUTTYPE_WASAPI”. Driver name is “Digital Output (Virtual Audio Device)”. Speaker mode is “FMOD_SPEAKERMODE_STEREO” New input system (experimental) initialized New input device (1): {“interface”:“UWP”,“type”:“Keyboard”,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“} New input device (2): {“interface”:“UWP”,“type”:“Mouse”,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“numButtons”:2,“hasVerticalScrollWheel”:true,“hasHorizontalScrollWheel”:false} New input device (3): {“interface”:“XInput”,“type”:”“,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“capabilities”:”{"userIndex":0,"type":1,"subType":1,"flags":6,"gamepad":{"buttons":62463,"leftTrigger":255,"rightTrigger":255,"leftStickX":-32768,"leftStickY":32767,"rightStickX":-32768,"rightStickY":32767},"vibration":{"leftMotor":65535,"rightMotor":65535}}“} The following GlobalManagers were stripped from the build (Either because they’re not used or not supported on this platform): ClusterInputManager Begin showing splash screen. Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: <Unnamed Pass 7>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: <Unnamed Pass 7>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Sprites/Default, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Sprites/Default, pass: <Unnamed Pass 0>, stage: pixel, keywords Resolution: Switching to 1920 x 1080 Fullscreen: False Resolution: Done. UnloadTime: 26.068855 ms Adding registration method Yarn.Unity.Generated.ActionRegistration.RegisterActions UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Yarn.Unity.Actions:AddRegistrationMethod(Action1) Yarn.Unity.Generated.ActionRegistration:AddRegisterFunction() Adding registration method Yarn.Unity.DefaultActions.RegisterActions UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Yarn.Unity.Actions:AddRegistrationMethod(Action1) Yarn.Unity.DefaultActions:AddRegisterFunction() End showing splash screen. Setting CoinsChanged Stuff UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CoinValueReader:Start() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:Awake() UnityEngine.GameObject:SetActive_Injected(IntPtr, Boolean) UnityEngine.GameObject:SetActive(Boolean) MenuNavigation:Start() I am enabled! CameraRotationCenter_P1 and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:Awake() UnityEngine.GameObject:SetActive_Injected(IntPtr, Boolean) UnityEngine.GameObject:SetActive(Boolean) MenuNavigation:Start() applyVolumes mVol0.24 as -12.39577 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SoundEngine:applyVolumes() SoundEngine:loadVolumes() SoundEngine:Start() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! Mouse(2) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Compiled compute shader: Internal-Skinning, kernel: main, keywords Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: <Unnamed Pass 0>, stage: pixel, keywords Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords Compiled compute shader: Exposure, kernel: KFixedExposure, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: <Unnamed Pass 0>, stage: pixel, keywords Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: <Unnamed Pass 0>, stage: pixel, keywords DECAL_SURFACE_GRADIENT Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords Compiled compute shader: ClearLightLists, kernel: ClearList, keywords Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords Compiled compute shader: cleardispatchindirect, kernel: ClearDispatchIndirect, keywords Compiled compute shader: builddispatchindirect, kernel: BuildIndirect, keywords Compiled compute shader: GTAO, kernel: GTAOMain, keywords FULL_RES Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords Compiled compute shader: VolumeVoxelization, kernel: VolumeVoxelization, keywords Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords Compiled compute shader: VolumetricMaterial, kernel: ComputeVolumetricMaterialRenderingParameters, keywords Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords SUPPORT_LOCAL_LIGHTS Compiled compute shader: VolumetricLightingFiltering, kernel: FilterVolumetricLighting, keywords Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Bilinear, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Bilinear, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/ColorPyramidPS, pass: <Unnamed Pass 1>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/ColorPyramidPS, pass: <Unnamed Pass 1>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: 02_Selection/Fullscreen, pass: Custom Pass 0, stage: vertex, keywords Uploaded shader variant to the GPU driver: 02_Selection/Fullscreen, pass: Custom Pass 0, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: pixel, keywords SMAA_PRESET_HIGH Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: pixel, keywords SMAA_PRESET_HIGH Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: pixel, keywords SMAA_PRESET_HIGH Compiled compute shader: BloomPrefilter, kernel: KMain, keywords HIGH_QUALITY Compiled compute shader: BloomBlur, kernel: KMain, keywords Compiled compute shader: BloomBlur, kernel: KDownsample, keywords Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_ACESCG TONEMAPPING_ACES_APPROX Compiled compute shader: UberPost, kernel: Uber, keywords GAMMA2_OUTPUT VIGNETTE Compiled compute shader: EdgeAdaptiveSpatialUpsampling, kernel: KMain, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: <Unnamed Pass 0>, stage: pixel, keywords APPLY_AFTER_POST DITHER RCAS Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: UI/Default, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: UI/Default, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Sprite, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Sprite, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Legacy Shaders/Particles/Alpha Blended Premultiply, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Legacy Shaders/Particles/Alpha Blended Premultiply, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: vertex, keywords UNDERLAY_ON Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: pixel, keywords UNDERLAY_ON Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: vertex, keywords OUTLINE_ON Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: pixel, keywords OUTLINE_ON Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/HDRP/UI_Compositing, pass: HDRP UI Compositing, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UI_Compositing, pass: HDRP UI Compositing, stage: pixel, keywords Resolution: Switching to 1920 x 1080 Fullscreen: False Resolution: Done. Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 3>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 3>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 4>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 4>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 6>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 6>, stage: pixel, keywords Input device 3 removed New input device (4): {“interface”:“XInput”,“type”:”“,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“capabilities”:”{"userIndex":0,"type":1,"subType":1,"flags":6,"gamepad":{"buttons":62463,"leftTrigger":255,"rightTrigger":255,"leftStickX":-32768,"leftStickY":32767,"rightStickX":-32768,"rightStickY":32767},"vibration":{"leftMotor":65535,"rightMotor":65535}}“} enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeSplitscreenMenu(SplitscreenMenuState) SplitscreenSelection:startGameOrContinue() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: SplitscreenSelect and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeSplitscreenMenu(SplitscreenMenuState) SplitscreenSelection:startGameOrContinue() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SpawnArrow, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SpawnArrow, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Hidden/HDRP/ScreenSpaceShadows, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ScreenSpaceShadows, pass: <Unnamed Pass 0>, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SpawnAfterTime: respawn UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() respawn player 0 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() spawned Player, activating Gameplay mode! UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() adding player, now adding egg. UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() set player to cam UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() OnPlayerAmountChanged done. UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() about to apply skins UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() apply Skins done UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() PeckerPlayerController Start 1 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 2 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 3 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 4 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 5 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 6 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 7 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 8 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 9 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 10 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() Compiled compute shader: Internal-Skinning, kernel: main, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT SpawnAfterTime: unpause UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() SpawnAfterTime: applyskins UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() about to call OnPlayerInputTypeChanged UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:applySkins() SpawnAfterTime:Update() Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION”][/SPOILER]

I also have dmp files:

This one (Pecker.exe.4724.dmp) is Access violation
https://pecker-game.com/files/dmps/Pecker.exe.4724.zip

(1274.138c): Access violation - code c0000005 (first/second chance not available)
c0000005

And this one (Pecker.exe.4656.dmp) is StackOverflow
https://pecker-game.com/files/dmps/Pecker.exe.4656.zip

(1230.14e8): Stack overflow - code c00000fd (first/second chance not available)
c0000005

And I have no idea to debug that, I tried windbg and VStudio, but “newbe_xs.dll” is something in system32, I once found the pdb somewhere, but it’s nothing I could have cause directly. And since the stack is full of that, I can’t see any relation to my code.

I’d be really happy if Unity staff could take a look.

Hello @bailingoh and @KYL3R ! please submit a bug report where the crash can be reproduced. As soon as we can look into it, a potential fix can be backported to your version and this can take some time.