I'm working on a procedural terrain generation system that uses the Graphics.DrawProceduralIndirect function to draw it. The drawing looks perfectly fine, but very occasionally, only when it's built, do I get the error "Graphics.DrawProceduralIndirect with invalid buffer". After a bunch of these, the game usually crashes. I'm using URP as well. This is one of the crash logs: PlayerConnection initialized from C:/Users/Tom/Documents/URPVoxel Builds/Test/Voxel Terrain URP_Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55400 Multi-casting "[IP] 10.0.0.52 [Port] 55400 [Flags] 2 [Guid] 2321555746 [EditorId] 2146956991 [Version] 1048832 [Id] WindowsPlayer(DESKTOP-U5L5AVC) [Debug] 0 [PackageName] WindowsPlayer [ProjectName] Voxel Terrain URP" to [22.214.171.124:54997]... Started listening to [0.0.0.0:55400] PlayerConnection already initialized - listening to [0.0.0.0:55400] Initialize engine version: 2020.2.1f1 (270dd8c3da1c) [Subsystems] Discovering subsystems at path C:/Users/Tom/Documents/URPVoxel Builds/Test/Voxel Terrain URP_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 3070 (ID=0x2484) Vendor: (null) VRAM: 3072 MB Driver: 126.96.36.19992 D3D11 device created for Microsoft Media Foundation video decoding. <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.314000 ms Graphics.DrawProceduralIndirect with invalid buffer ... ... There's more than 50 of these ... Graphics.DrawProceduralIndirect with invalid buffer Graphics.DrawProceduralIndirect with invalid buffer Graphics.DrawProceduralIndirect with invalid buffer Graphics.DrawProceduralIndirect with invalid buffer Graphics.DrawProceduralIndirect with invalid buffer Graphics.DrawProceduralIndirect with invalid buffer Crash!!! SymInit: Symbol-SearchPath: '.;C:\Users\Tom\Documents\URPVoxel Builds\Test;C:\Users\Tom\Documents\URPVoxel Builds\Test;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: 'Tom' OS-Version: 10.0.0 ========== OUTPUTTING STACK TRACE ================== 0x79BFF986 (UnityPlayer) UnityMain 0x79A2A62D (UnityPlayer) UnityMain 0x79A2412C (UnityPlayer) UnityMain 0x79C99BF6 (UnityPlayer) UnityMain 0x79C9A46E (UnityPlayer) UnityMain ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 79892B9C) 0x79892B9C (UnityPlayer) (function-name not available) 0x79CA8466 (UnityPlayer) UnityMain 0x79CA9684 (UnityPlayer) UnityMain 0x79CADBA2 (UnityPlayer) UnityMain 0x79F9A6BA (UnityPlayer) UnityMain 0x7647FA29 (KERNEL32) BaseThreadInitThunk 0x77597C7E (ntdll) RtlGetAppContainerNamedObjectPath 0x77597C4E (ntdll) RtlGetAppContainerNamedObjectPath ========== END OF STACKTRACE =========== Does "invalid buffer" mean that the draw arguments buffer is invalid, the triangles buffer needed for the draw is invalid, or could it be both? Looking at the stack trace, it looks like I'm accessing some memory address that I don't have access to, but I'm stumped on what is causing that. I know this isn't a lot of information to go off of, but if I could get a better explanation of what the "invalid buffer" is that would be great.