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>
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@@ -540,6 +540,9 @@ PlayerSettings:
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- m_BuildTarget: AndroidPlayer
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- m_BuildTarget: AndroidPlayer
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m_APIs: 150000000b000000
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m_APIs: 150000000b000000
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m_Automatic: 0
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m_Automatic: 0
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- m_BuildTarget: WindowsStandaloneSupport
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m_APIs: 0200000012000000
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m_Automatic: 0
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m_BuildTargetVRSettings: []
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m_BuildTargetVRSettings: []
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m_DefaultShaderChunkSizeInMB: 16
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m_DefaultShaderChunkSizeInMB: 16
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m_DefaultShaderChunkCount: 0
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m_DefaultShaderChunkCount: 0
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