After the applicationDidBecomeActive() method on iOS, I’m experiencing a crash that happens right when the app starts up. The log that is outputted is: “gfx device intialization failed”, which I can not find anywhere if I research the issue.
App builds fine, all the way to running
When it runs, the splash screen shows
When the applicationDidBecomeActive() is called, it prints gfx device intialization failed and crashes without a log.
I have made a built on 5.5.0f02 fine, and am unable to downgrade.
Does anyone have suggestions on where this message may come from. Is it a unity message, or not, and how I should go about researching the cause? I do not have any experimental/different options toggled in the player.
Try removing the “Metal” support for the time being, as it seems Unity has a bug regarding it.
You do it in the Player Settings of iOS, by switching off the “Auto Graphics API” and and removing (- sign) the Metal, keeping only the OpenGLES2 which is the older gfx API.
By doing that I avoid getting this until Unity fixes their issue.
Using Unity 2019.3 the issue still remains. The AutoGraphicsAPI flag is checked and i´m building fo simulator, so i´d expect it to resolve the correct API automatically
I have the same problem, I embebed unity inside ios , and on ios i have installed firebase pods.
The problem is i cant start my app. When the applicationDidBecomeActive() is called gfx device initialization failed.
then i cant find libmessaging.a or MessagingDeps.cs that i supouse there are files from unity firebase integration.
I try the OpenGles2 solution but this not was the problem. then i disabled from edit scheme de gpu frame capture, but it steel generate the same error.