Search Issue Tracker
Fixed in 6000.0.56f1
Fixed in 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X, 6000.3.0a5
Votes
0
Found in
6000.0.43f1
6000.1.0b11
6000.2.0a7
6000.3.0a1
Issue ID
UUM-100044
Regression
No
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when disabling "Allow FSR2" parameter while in Play Mode with Direct3D12 set as graphics API
Reproduction steps:
1. Open the attached “repro_IN-96121“ project
2. Open the “Assets/OutdoorsScene.unity“ Scene
3. Enter the Play Mode and open the Game view
4. Make sure that all background compiling is finished (for example, the “Compiling compute variants“ process)
5. In the Hierarchy, select the “Main Camera“ GameObject
6. In the Inspector, in the “Camera” Component, expand the “Rendering“ section
7. Disable the “Allow DLSS“ parameter
8. Disable the “Allow FSR2“ parameter
9. Observe the Editor freeze for a while and then crash
Reproducible with: 6000.0.43f1, 6000.1.0b11, 6000.2.0a7
Couldn’t test with: 2022.3.60f1 - No “Allow FSR2“ option in this version
Reproducible on: Windows 10 (22H2)
Not reproducible on: macOS 15.3.1 Sequoia (Intel)
Notes:
- Not reproducible with Direct3D11
- Not reproducible with Vulkan
First few lines of the stack trace:
0x00007FFD598334BB (Unity) GfxDeviceD3D12Base::DrawBuffersCommon
0x00007FFD59832FCC (Unity) GfxDeviceD3D12Base::DrawBufferRanges
0x00007FFD598332A9 (Unity) GfxDeviceD3D12Base::DrawBuffers
0x00007FFD5B003EAD (Unity) GfxDeviceWorker::RunCommand
0x00007FFD5B00742C (Unity) GfxDeviceWorker::RunExt
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment