This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API Reference
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Engine Issues

This section provides information on typical errors displayed in the Engine log and explains how to fix them.

Agility SDK#

When running the upgraded project on DX12, you may come accross the following error in the engine log:

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

This error occurs because starting from version 2.20, we use the Agility SDK to unlock the full potential of DirectX12. Therefore, patching is required to ensure the upgraded project runs smoothly on D3D12.

If the project after being patched and rebuilt still doesn't run on D3D12 and this error keeps being displayed, try the following:

On C++:

  • Open the <project_name>/source/main.cpp file and check if it contains the following line:

    Source code (C++)
    #include <UnigineInit.h>

    Add it, if it's missing.

  • Check if the project contains the <project_name>/bin/D3D12 folder with the following files:

    • D3D12Core.dll
    • D3D12Core.pdb
    • D3D12SDKLayers.dll
    • D3D12SDKLayers.pdb

On C#:

  • Open the <project_name>/<project_name>.csproj file and check if it contains the following lines:

    Source code (XML)
    <UseAppHost>true</UseAppHost>
    <AppHostSourcePath Condition="'$(OS)' == 'Windows_NT'">$(OutputPath)\dotnet_host_x64.exe</AppHostSourcePath>

    Add them, if missing.

  • In case of .vscode, open <project_name>/.vscode/launch.json, and make sure that Windows projects are started via <project_name>.exe.

  • Check that the project contains the <project_name>/bin/D3D12 folder with the following files:

    • D3D12Core.dll
    • D3D12Core.pdb
    • D3D12SDKLayers.dll
    • D3D12SDKLayers.pdb
  • Check that the dotnet_host_x64.exe file is available in the <project_name>/bin/ folder.

The information on this page is valid for UNIGINE 2.20 SDK.

Last update: 2025-07-10
Build: ()