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I'm getting the "d3d11: failed to lock buffer" crash too. Using HDRP in Unity 2020.1 Happens in development and release builds. Happens less with...
Replying since this is the #1 result on Google for "Mecanim CrossFadeQueued". My work-around: (best explained in code, below)...
Solved: I had depth disabled in the Player Settings for my Target Platform.
Everything looks fine in the Unity Editor but when I test it on my target device it looks like the Z depth order is out of sorts. <picture link...