I have a serious problem with an application I have been working on. Whenever I call Application.LoadLevel() on the level which is currently loaded my computer gets a BSOD and restarts. On another machine it just freezes unity. The same occurs in a built version.
This is obviously a difficult bug to track, does anyone have any suggestions?
Ash.
I’m working with the same scene here as Ash, so I’m going to add to this. (different computer, no blue screen)
When Player dies, Unity loads the LoseScreen, on the LoseScreen there is an Exit button set up to just restart the original level.
And on Application.LoadLevel() no matter if its the large (90mg btw standalone) scene or empty. Application.LoadLevel(0)
Its still does not go back. (no freeze here either)
Any suggestions welcome 
john
Ok:
The problem ONLY occurs if you load the level again, ONCE its already been loaded before. If i start on a different level and load the level which makes it crash I get no problems its when i try and reload the level:
!node->m_AABB.IsValid()
!IsFinite(outDistanceForSort)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.EditorGUIUtility:RenderGameViewCameras(Rect, Rect, Boolean, Boolean)
UnityEditor.GameView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()
[..\..\Runtime\Camera\RetainedRenderqueue.cpp line 334]
!IsFinite(outDistanceAlongView)
UnityEditor.Handles:Internal_DrawCamera(Camera, Int32)
UnityEditor.Handles:Internal_DrawCamera(Camera, Int32)
UnityEditor.Handles:smile:rawCamera(Rect, Camera, Int32)
UnityEditor.SceneView:OnGUI()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.HostView:Invoke(String)
UnityEditor.DockArea:OnGUI()
[..\..\Runtime\Camera\RetainedRenderqueue.cpp line 335]
I for one, have no idea what could be causing this.
Ash.
Please submit a bug report with an example project, so we can look into this. If Unity crashes, then it’s (usually) a bug.
When I had problems with unity last time, with freezing etc, eventually it was my graphic card, that couldnt hold the load of the level, so got me a kickass new one, and no problem, but i guess send it in as bug indeed
This is still occuring in unity 3.4.1 although now even if the game is still “working” the screen goes black or freezes the last frame.
http://forum.unity3d.com/threads/108518-Screen-goes-black-after-level-load