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. Also, if it still softlocks, you need to set in the Settings
Runtime > Wait timeouts: Finite waits
and it does not work, probably because the version is too recent, and Steam likes to update their API with interfaces incompatible with previous versions (they add methods in Steam class in between old methods, instead of appending them at the end). I started working on versioned interfaces, but it's a lot of work, and there are a lot of classes. Regarding the crashes at random and desync, this is weird, I don't know why. Yes, the game is very slow with software rendering, and one of the reasons is that the audio thread is taking 100% of one CPU because it queries for free buffers with no yielding at all.
The md5 of the game I found for the submission is
Furthermore, while I browsed through itch.io Unity games to find a good one, some games that were slightly more recent than the correct ones did not crash, but I was getting a desync in the middle of the run.
* Sleep calls with a specific value of 2000 us are discarded as they occur on some situations when main thread is waiting for another thread. I could merge those into libtas main branch, but they would still look hacky unless I could figure out how to better get into Unity's internals.
bool isWaitThread = (thread->routine_id == -12625) || (thread->routine_id == -12493) || (thread->routine_id == 1236) || (thread->routine_id == -9535) || (thread->routine_id == -9456) || (thread->routine_id == 801) || (thread->routine_id == 777);