The same issue with the last version. The log contains errors (the second error repeats until I kill the process):
- Loaded All Assemblies, in 0.976 seconds - Finished resetting the current domain, in 0.030 seconds [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded Default vsync count 1 requesting resize 1920 x 1200 Using native desktop resolution 1920 x 1200 requesting fullscreen 1920 x 1200 at 0/1 Hz Desktop is 1920 x 1200 @ 60 Hz UnloadTime: 1.577785 ms Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). Odin Serializer detected whitelistd runtime platform LinuxPlayer and memory read test succeeded; enabling all unaligned memory read/writes. RenderGraph is now disabled. Kernel 'UploadData' not found ArgumentException: Kernel 'UploadData' not found. at (wrapper managed-to-native) UnityEngine.ComputeShader.FindKernel_Injected(intptr,UnityEngine.Bindings.ManagedSpanWrapper&) at UnityEngine.ComputeShader.FindKernel (System.String name) [0x00039] in <05558c30d5da4966a4e8472de5ffc811>:0 at UnityEngine.Rendering.ProbeBrickPool.Initialize () [0x00050] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.ProbeReferenceVolume.Initialize (UnityEngine.Rendering.ProbeVolumeSystemParameters& parameters) [0x00114] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x00242] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0006b] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in <05558c30d5da4966a4e8472de5ffc811>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline(RenderPipelineAsset) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object) Exception: Blitter is already initialized. Please only initialize the blitter once or you will leak engine resources. If you need to re-initialize the blitter with different shaders destroy & recreate it. at UnityEngine.Rendering.Blitter.Initialize (UnityEngine.Shader blitPS, UnityEngine.Shader blitColorAndDepthPS) [0x0000d] in <0e29b8cb7c3e452ba5209afcbac7b781>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipeline..ctor (UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset asset) [0x0006c] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset.CreatePipeline () [0x0006b] in <bde514bf9cef4beb9d9928af3819cef7>:0 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in <05558c30d5da4966a4e8472de5ffc811>:0 UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.Rendering.RenderPipelineAsset:InternalCreatePipeline() UnityEngine.Rendering.RenderPipelineManager:TryPrepareRenderPipeline(RenderPipelineAsset) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)