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[SOLVED] 2.19 to 2.20 --> `Engine::init(): using D3D12 without Agility SDK is not supported. Please export `D3D12SDKVersion` and `D3D12SDKPath` in your executable. Falling back to Vulkan`


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Posted

If I compile an already made C++ project (which was upgraded from 2.19 to 2.20), I have this line in red in the console: 

`Engine::init(): using D3D12 without Agility SDK is not supported. Please export `D3D12SDKVersion` and `D3D12SDKPath` in your executable. Falling back to Vulkan`

What's that supposed to mean? (Windows 11, Intel i7, NVIDIA GTX, dxdiag = DirectX Version: DirectX 12) Do I have to use Agility SDK? I thought this is only needed when the system can't do DX12..? I also see you included it in 2.20. I am a bit confused... :)

 

I know this doesn't happen when I make a new project with the 2.20 SDK. (BTW: Also, when the game is ready and the world is loaded (the world shows up)

in both cases it takes some time until the "real" graphics/display shows up. I hope that makes sense...)

 

Best,

tL.

 

  • Solution
Posted

Lytz187

You need to have installed latest SDK Browser (version 2.0.24 or higher) in order to perform a correct 2.19 to 2.20 migration.

"Patch Project Files" option should be also enabled:

image.png

Agility SDK requires changes in the sources of your project which this migration can do for you. In case of C++ project you simply need to include new engine header: #include <UnigineInit.h> in your main.cpp once and rebuild the application.

Also you need to make sure that you have D3D12 dlls in <Project>/bin/D3D12 directory:

image.png

Thanks!

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  • bmyagkov changed the title to [SOLVED] 2.19 to 2.20 --> `Engine::init(): using D3D12 without Agility SDK is not supported. Please export `D3D12SDKVersion` and `D3D12SDKPath` in your executable. Falling back to Vulkan`
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