Callstack:
UnityPlayer.dll!d3d11::D3D11Analytics::GetFeatureOptions(struct dynamic_array<struct GraphicsSpecificAPIAnalyticsEntry<unsigned int>,0> &)
UnityPlayer.dll!d3d11::D3D11Analytics::GetFeatures(struct GraphicSpecificAPIAnalyticsData &)
UnityPlayer.dll!d3d11::D3D11Analytics::GetData(struct GraphicSpecificAPIAnalyticsData &)
UnityPlayer.dll!UnityEngine::PlatformWrapper::GetGraphicsAPISpecificInformation(struct GraphicSpecificAPIAnalyticsData &)
UnityPlayer.dll!UnityEngine::Analytics::DeviceInfoUpdater::LookForAppChanges(class UnityEngine::Analytics::DeviceInfoEvent &,unsigned int,bool)
UnityPlayer.dll!BaseUnityAnalytics::LookForVersionChange(bool)
UnityPlayer.dll!BaseUnityAnalytics::OnEnterStateStarted(void)
UnityPlayer.dll!AnalyticsCoreStats::OnEnterStateStarted(void)
UnityPlayer.dll!BaseUnityAnalytics::RequestStateChange(enum BaseUnityAnalytics::State)
UnityPlayer.dll!BackgroundJobQueue::ExecuteMainThreadJobs(void)
UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *)
UnityPlayer.dll!ExecutePlayerLoop(struct NativePlayerLoopSystem *)
UnityPlayer.dll!PlayerLoop(void)
UnityPlayer.dll!PerformMainLoop()
UnityPlayer.dll!MainMessageLoop()
UnityPlayer.dll!UnityMainImpl(struct HINSTANCE__ *,struct HINSTANCE__ *,wchar_t *,int)
UnityPlayer.dll!UnityMain()
WindowsPlayer.exe!__scrt_common_main_seh()
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Repro steps:
1. Build any project for Windows
2. Run it on a Windows 7 machine.