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Black Screen Comes when building an iOS Build
It works fine on Editor but on iOS it stuck at Creating OpenGLES2.0 graphics device.
error log :
2015-07-06 13:13:38.805 giraffe123[480:48298] -> registered mono modules 0x12f8980 -> applicationDidFinishLaunching() -> applicationDidBecomeActive() Requesting Resolution: 1024x768 Renderer: PowerVR SGX 543 Vendor: Imagination Technologies Version: OpenGL ES 2.0 IMGSGX543-115.5 GLES: 2 GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp ression_pvrtc
Creating OpenGLES2.0 graphics device
Answer by GabFrima · Jul 16, 2015 at 01:50 PM
I had the same issue. "fixed" after updating device to 8.4 (was 8.3)
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