Please help me fix steam-released game crashing without log crash message

My game is now on steam, some of our players say that the game crashes after loading.

When I look at the log files, I see the following and I can’t find a solution.

There is no crash notification in the log file. I share the file and my code

Mono path[0] = 'D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/Managed'
Mono config path = 'D:/steam/steamapps/common/Car For Sale Simulator 2023/MonoBleedingEdge/etc'
Initialize engine version: 2020.3.22f1 (e1a7f79fd887)
[Subsystems] Discovering subsystems at path D:/steam/steamapps/common/Car For Sale Simulator 2023/Car For Sale Simulator 2023_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GT 1030 (ID=0x1d01)
Vendor:
VRAM: 1981 MB
Driver: 31.0.15.3179
Begin MonoManager ReloadAssembly
- Completed reload, in 0.327 seconds
<RI> Initializing input.

New input system (experimental) initialized
<RI> Input initialized.

<RI> Initialized touch support.

Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Box001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
The tree Plant_Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
Direct3D: detected that using refresh rate causes time drift. Will stop trusting refresh rate until the game window is moved.
Direct3D: detected that vsync is broken (it does not limit frame rate properly). Delta time will now be calculated using cpu-side time stampling until the game window is moved.
UnloadTime: 1.002300 ms
Starting Nature Renderer...

Hardware Info
---
Graphics Device Name: NVIDIA GeForce GT 1030
Graphics Device Type: Direct3D11
Graphics Device Vendor: NVIDIA
Graphics Device Vendor ID: 4318
Graphics Device Version: Direct3D 11.0 [level 11.1]
Graphics Memory: 1981
Graphics MultiThreaded: False
Graphics Shader Level: 50
Max Compute Buffer Inputs: 32
Processor Count: 8
Supports Compute Shaders: True
Supports Instancing: True
Memory: 12279
The referenced script on this Behaviour (Game Object 'RCCCanvas') is missing!
The referenced script on this Behaviour (Game Object 'Cinematic Camera System') is missing!
The referenced script on this Behaviour (Game Object 'Animation') is missing!
The referenced script on this Behaviour (Game Object 'Mobile Drag') is missing!
The referenced script on this Behaviour (Game Object 'Drag') is missing!
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
Graphics.CopyTexture source and destination have different master texture limits. Source 3, Destination 0
CommandBuffer: temporary render texture not found while executing (Blit source)
<color=green><b>Saving data!</b></color>
<color=green><b>Saving data is done!</b></color>
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 274.932300 ms
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
Translation not found: dialogue_want_buy_car0 (Turkish).
Translation not found: skill_showFeel (Turkish).
Translation not found: skill_showFeelDesc (Turkish).
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
loading game
start load Office
office loading
loading my cars!
loading my cars! is done
office loading done
completed load Office
start load Game
loading gm
loading gm is done
completed load Game
start load Tax
loading tax!
loading tax! is done
completed load Tax
start load Bank
loading bank
loading bank is done
completed load Bank
start load Inventory
loading inventory
loading inventory is done
completed load Inventory
start load Skills
loading skills
loading all skills is done
loading skill exp
loading skill exp is done
loading skills is done
completed load Skills
start load Time
loading time manager
loading time manager is done
completed load Time
start load Decoration
loading decoration
loading decoration is done
completed load Decoration
start load Tutorial
loading tutorial
loading tutorial is done
completed load Tutorial
loading all game!
wait 0.3f

I debugged everywhere to find out where it crashed

before

yield return new WaitForSeconds(0.3f);

Now

yield return new WaitForSecondsRealtime(0.3f);

I thought maybe that’s why it’s giving an error. but that didn’t solve it

Don’t despair, this crash log is great news actually. Reproducing a crash with a stack trace entry in a crash log reliably is a first successful step toward fixing issues like this!

These lines tells us a story of what happened:

D3D11: Failed to create RenderTexture (43 x 24 fmt 9 aa 1), error 0x887a0005
d3d11: failed to create buffer (target 0x10 mode 0 size 64) [0x887A0005]
...
D3D shader create error for pixel shader [0x887a0005]
D3D shader create error for vertex shader [0x887a0005]
ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed.
D3D shader create error for vertex shader [0x887a0005]
ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed.
Crash!!!
...
0x00007FFC41EDC6E0 (d3d11) CreateDirect3D11SurfaceFromDXGISurface

So what does it says? Well, that crash happened at CreateDirect3D11SurfaceFromDXGISurface DirectX3D11 function, so it is a graphics-related crash 100%. Asset loading might be irrelevant here or it is loading an asset type that triggers this rendering issue.

But why did CreateDirect3D11SurfaceFromDXGISurface function crashed? We don’t know yet and let’s not jump to conclusions just yet; it is not that CreateDirect3D11SurfaceFromDXGISurface is at fault, necessarily, because many C functions crash when given invalid pointers (inputs corrupted by something else entirely). So what is it?

Well, this error 0x887a0005 appears 217 times (!) in this log, so it looks like a good first clue. Let’s google what is this error code, exactly:

DXGI_ERROR_DEVICE_REMOVED 0x887A0005

The video card has been physically removed from the system, or a driver upgrade for the video card has occurred. The application should destroy and recreate the device. For help debugging the problem, call ID3D10Device::GetDeviceRemovedReason.

So, the video card has been physically removed from the system, or a driver upgrade for the video card has occurred it is then. I don’t think graphics card was physically removed from your system (you would certainly notice that :T), but this info is from cpu-standpoint (if I’m not mistaken), so it may well mean that your GPU has insufficient power supply or suffered a hardware issue, or even a case of simply this graphics card not supporting DX11 fully.

  • First off, update your graphics drives, just to rule it out
  • Secondly, make sure exact the same message shows on a different computer with a different graphics card installed - to rule out machine-specific hardware or software issues
  • Thirdly, have you resolved this issue from a comment I made earlier i.e.

What are all these Graphics.CopyTexture errors about? This is a symptom of some problem so you should fix it to > at least make sure it was not the reason for crashing.

You’re not the first person to see this error in 2020.3: https://forum.unity.com/threads/graphics-copytexture-source-error.1208917/

Upgrading to 2021 fixes this issue I hope. If not, well, changing quality settings to “Full Res” textures fixed this particular issue, they said there.

?

Also, this log contains 70 instances of ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed. so you might try disabling jobified rendering and checking if that helps with this issue. My guess is this will produce error or crash elsewhere, but worth a try. Disable Graphics Jobs here:

207630-screenshot-2023-05-29-123020.png

and it doesn’t always crash. So I can’t find the exact problem :frowning:

What are all these Graphics.CopyTexture errors about? This is a symptom of some problem so you should fix it to at least make sure it was not the reason for crashing.

You’re not the first person to see this error in 2020.3: https://forum.unity.com/threads/graphics-copytexture-source-error.1208917/

Upgrading to 2021 fixes this issue I hope. If not, well, changing quality settings to “Full Res” textures fixed this particular issue, they said there.

Hello again, my problem continues and it’s starting to be like this now :frowning:
207603-crash-log.zip (11.4 KB)

Hello again, my problem continues and it’s starting to be like this now :frowning:
207603-crash-log.zip (11.4 KB)