From 09556e45facceae7dceb44973e6c0f9b454a6eb6 Mon Sep 17 00:00:00 2001 From: MelekTaus Moribundus Date: Sun, 28 Jun 2026 17:43:55 +0200 Subject: [PATCH] Force Direct3D11 for Windows builds to avoid paint-reseed crash The build crashed natively (UnityPlayer, no managed frames) during the match-end paint carry, where LoadPaintFromSnapshot/ReseedCanonical tears down and rebuilds all RenderTextures with DrawMeshNow/Blit and ReadPixels from LateUpdate, on multiple painters at once. D3D12 is far stricter than D3D11 about this immediate-mode + RT-lifetime churn outside the render loop. Pin the Windows standalone graphics API to D3D11 (D3D12 fallback) as a mitigation without touching the paint architecture. Co-Authored-By: Claude Opus 4.8 --- ProjectSettings/ProjectSettings.asset | 3 +++ 1 file changed, 3 insertions(+) diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 5a59071..aacfb33 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -540,6 +540,9 @@ PlayerSettings: - m_BuildTarget: AndroidPlayer m_APIs: 150000000b000000 m_Automatic: 0 + - m_BuildTarget: WindowsStandaloneSupport + m_APIs: 0200000012000000 + m_Automatic: 0 m_BuildTargetVRSettings: [] m_DefaultShaderChunkSizeInMB: 16 m_DefaultShaderChunkCount: 0