Hi everybody,
we’re experiencing the following errors when switching scenes in a Windows Store app:
ResizeBuffers failed with error 0x887a0005
(Filename: Line: 340)
Failed to switch resolution to 1600 x 900
(Filename: Line: 38)
s_SwapChain->GetBuffer failed with error 0x887a0001
(Filename: Line: 345)
Failed to switch resolution to 1600 x 900
(Filename: Line: 38)
s_SwapChain->GetBuffer failed with error 0x887a0001
(Filename: Line: 345)
Failed to switch resolution to 1600 x 900
(Filename: Line: 38)
Changing the scene is done by starting the following co-routine:
private IEnumerator ChangeSceneWithLoadingScreen(string scene)
{
GameObject loadingScreen = null;
if (this.LoadingScreenPrefab != null)
{
// Show loading screen.
loadingScreen = (GameObject)Instantiate(this.LoadingScreenPrefab);
yield return new WaitForEndOfFrame();
}
else
{
Debug.LogWarning("No loading screen set, user might experience non-reactive UI.");
}
// Load level.
Application.LoadLevel(scene);
if (loadingScreen != null)
{
// Hide loading screen.
Destroy(loadingScreen);
}
}
Everything runs fine from within the editor. However, building the Windows Store player, opening the generated solution in Visual Studio, deploying the app (Master/x86) and starting the app causes the following symptoms:
- Loading screen is properly being shown.
- Loading screen is hidden after scene is loaded.
- Log indicates that the scene has been successfully loaded (e.g. enemies are spawned, health values are properly initialized etc.)
- The screen remains black after the scene is loaded.
We are running Unity 4.3.2f1, as more recent Unity versions showed errors when building the player due to missing methods in the updated Metro dlls.
Dxdiag attached. Does anyone experience similar issues?
1593657–95798–$DxDiag.zip (16.6 KB)