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 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 17:43:55 +02:00
1 parent f9312d8a69
commit 09556e45fa
1 file changed
+3
+3
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@@ -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