Search Issue Tracker
Won't Fix
Votes
1
Found in
5.1.1f1
Issue ID
714586
Regression
No
[D3D9] Update is stopped executing with Run In Background enabled under D3D9 with Fullscreen Mode set to Exclusive
Steps to reproduce:
1. Open the attached project
2. Build and run the scene with these settings (should be set by default):
D3D9 Fullscreen Mode: Exclusive Mode
Graphics API: Direct3D9
Run In Background: Enabled
3. Switch to desktop (Alt+Tab)
4. Open the 'output_log.txt' for the player ([BuildFolderName]/[BuildName]_Data/output_log.txt)
5. Notice once the player was left in background it stopped executing Update() functions and "HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost)" was spammed every frame instead
6. If you switch back to the game window and switch to the editor again (leaving game window in the background), you'll notice that it continued executing Update() once it was the active program again, and stopped as you left it in background
Notes: Does not happen if Fullscreen Mode is set to Fullscreen Window. Also does not seem to happen under D3D11 graphics API.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment