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Fixed in Unity 4.5.3



Found in


Issue ID




Can't alt-tab back to DX11 Standalone

Window management



Priority: 1Fix for next beta/patch release build


Severity: 1Crash or major loss of functionality

Can't alt-tab back to DX11 Standalone

1. Build and run
2. Start fullscreen
3. Alt Tab to switch to another app.
4. Try to switch back to the Unity standalone..
5. Goto 4.

Happens only when using DX11

Comments (17)

  1. 050a2deb5abdf9732c2ac704b20d70e4?d=mm


    Aug 21, 2014 23:22

    It looks like this is fixed in 4.5.3f3. We had been using a shortcut with -popupwindow for about 10 months. Now it is not necc. Yay!

  2. 7f882f325dc7cc2c51464149f9a546af?d=mm


    Apr 15, 2014 18:00

    My game build is crashing too.

    DX11 standalone build with win8.1 and unity 4.3.3 ...exakt same alt tab behaviour. this is a big BUG, that needs to be fixed asap imho.

  3. 804ffc3f18a331d8dfa710b06a307cd1?d=mm


    Apr 10, 2014 03:12

    Please look at this! Games can't be released with DX11 when there's a problem like this.

  4. 88d974d64bbc226bc808ae5185b1d4a5?d=mm


    Apr 04, 2014 14:32

    having the same issue.
    really need a fix for this. win7 / win8, unity 4.3.2f1.

  5. 112370c99d538070c1109b6198d168c2?d=mm


    Mar 25, 2014 18:36

    I think I found a "workaround" for this issue, at least I can get back into my fullscreen player this way:

    - Tab out of the player
    - Tab into the player (I then get a black screen for a short amount of time before it would switch back to the desktop)
    - Click into the black screen
    - Player comes back to foreground

    Anyone can confirm this works for their case? Tested on 4.3.4f1 Win8 32bit DX9 release standalone player

    Seems to be an issue with the main window not gaining the focus back.

  6. 112370c99d538070c1109b6198d168c2?d=mm


    Mar 25, 2014 18:29

    We have this problem, too. Experienced on a wide range of machines. Every time when I ALT+TAB out of our fullscreen standalone build, the log has one more of these entries:

    HandleD3DDeviceLost: needs reset, doing it
    D3Dwindow device not lost anymore
    HandleD3DDeviceLost: still lost
    Skipped rendering frame because GfxDevice is in invalid state (device lost)

    (Filename: Line: 1539)

  7. 1b58f2e39531fa321fa3056789dedd84?d=mm


    Mar 21, 2014 03:09

    Same issue here, Unity 4.3.4.f1... Desperate for a work around if one exists. I've read people having success by turning off AA, but this has not solved it for me. Thanks

  8. 4494d68ec5eaefcd4ca1d7f45903ff48?d=mm


    Mar 19, 2014 15:54

    Indeed, this is inadmissible.

  9. Feb19e9db93209ae7e98a1ca0f533a11?d=mm


    Mar 19, 2014 14:24

    Unity, please fix this as it is critical.
    What is the point in have dx11 s feature when you cannot use it?
    It's impossible to switch to dx9 because I am using TCParticles, which require dx11 and which is approved by you guys...

  10. 361e84e4581eabecab663937f6afa8a8?d=mm


    Mar 14, 2014 12:35

    Has there been any movement on this at all? I'm delivering a project in a week and am now being forced to choose between a DX9 build that doesn't crash when alt-tabbing and a better performing DX11 build!

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