Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2018.4.X
Votes
3
Found in
2017.4
2019.3.4f1
Issue ID
1227049
Regression
No
[iOS] simulator fails to launch with "gfx device initialization failed" error
Reproduction steps:
1. Create a new project
2. Switch build target to iOS
3. Add a Scene to build
4. Go to Player Settings (Edit -> Project Settings -> Player)
5. Add OpenGLES2 or OpenGLES3 graphics API
6. Switch target SDK to Simulator SDK
7. Build the project
8. Run and build it using Xcode with a simulated device (iPad or iPhone)
Expected result: the project builds and runs successfully
Actual: the project fails to launch with error "-> applicationDidBecomeActive() GfxDevice: creating device client; threaded=1 gfx device initialization failed"
Reproducible with: 2017.4.38f1, 2018.4.19f1, 2019.2.21f1, 2019.3.6f1, 2020.1.0a11
Not reproducible with: 2020.1.0a12, 2020.1.0b1
Could not test with: 2020.2 stream due to errors regarding menu item in the console when building in Unity, 2019.1, early 2019.2 because of multiple errors when building in Xcode ("previous definition metal support")
Notes:
1. Sometimes the application does not quit automatically
2. This issue is fixed in 2020.1 stream (Fix version 2020.1.0a12)
Comments (1)
-
ProGameDevUser
Sep 11, 2022 22:36
I am seeing this problem in new versions as well
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Top-level lists are handled differently than nested lists when using JsonUtility.FromJson
- Console does not display Deprecation Warnings for certain packages
- Decal's fade occurs inconsistently when Scene and Game views are both open
- Not all Post-processing Overrides are visible when Camera Stack is applied
- Framebuffer blends material instead of rendering opaque when using Built-in Render Pipeline
Resolution Note (fix version 2019.3):
Fix Backported to 2019.3.10f1, 2019.4.22f1, does not reproduce in 2020.1, 2020.2 streams