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The font is appearing correctly on web builds and Android build, but when using the simulator the font is rendered as a system font. You can debug the following code to see if there are any exceptions. The issue is fixed by recompiling the engine on Windows. The same didn’t work on Mac. Issues happen with CC 3.7.2
As always: with new features comes new bugs (probably), so the sooner we can get feedback and bug reports in, the better. The cover illustration is from Fortune Avenue , a capitalism simulator where you shrewdly extort and outmaneuver your friends in a chaotic, board-game environment. It is developed by Binogure Studio.
This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
Hi there, I’ve received an error while I was trying to run the game on iOS simulator. I have no problem for building and making the app, but when I start the app on the simulator it will crash. I’ve tested with an empty 2d project on 3.8.0, exact same issue. MacBook Air, M1, 8GB MacOs: Ventura 13.0 Xcode: 14.3.1 CC versions: 3.8.0,
Hi there, I’ve received an error while I was trying to run the game on iOS simulator. I have no problem for building and making the app, but when I start the app on the simulator it will crash. Also, here is the error I’ve gotten: 8-5-2023 12:38:50-debug: // - build task native:m. I’ve tested with an empty 2d project on 3.8.0,
It works ok when debugging. editor/browser/simulator) but stop working when building it. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). build) In the build settings “Erase module structure” is selected. Any ideas?
It works ok when debugging. editor/browser/simulator) but stop working when building it. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). build) In the build settings “Erase module structure” is selected. Any ideas?
It works ok when debugging. editor/browser/simulator) but stop working when building it. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). build) In the build settings “Erase module structure” is selected. Any ideas?
But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. World position offset simulation for ray traced instanced static meshes (beta) Allows ambient motion of foliage like trees and grass.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
A few regressions made their way among the many bug fixes of 3.3.1, Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. Additionally, this release includes a number of non-regression bug fixes to various areas of the engine. so here's another maintenance release to fix them.
Unity Test Tools streamline the process of detecting and rectifying glitches and bugs. Additionally, this game testing tool helps game developers systematically evaluate gameplay elements for inconsistencies and bugs. BugSplat provides actionable insights into the root causes of crashes, facilitating efficient bug fixes.
It involves simulating player actions, such as button presses, mouse movements, and keyboard inputs, to evaluate different aspects of game performance, functionality, and compatibility. Game automation tools can also collect data, generate reports, and identify bugs or issues that need to be addressed by game developers.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. The Dodge The Creeps C# demo running on the iOS Simulator. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. C#: Allow debugging exported games ( GH-38115 ).
Finally, we’ve added the Nsight HUD to Windows Vulkan applications in all frame debugging capture states. Please continue to use the integrated feedback button that lets you send comments, feature requests, and bugs directly to us with the click of a button. Previously the HUD was only activated once an application was captured.
Creating virtual worlds with Omniverse Virtual world simulation technology is opening new portals for game developers. Users can plug into any layer of the modular Omniverse stack to build advanced tools that simplify workflows, integrate advanced AI and simulation technologies, or help connect complex production pipelines.
Although the role is highly creative, it is also quite technical, and modelers must be able to determine scale, optimize geometry and renders, and troubleshoot software issues and bugs. 3D modeling software 3D modelers use a range of software for modeling, sculpting, and texturing. CG Spectrum's 2022 Houdini FX student showcase.
Scalar C++ : For debugging. A single representation written in one language is highly beneficial for long-term code maintenance and avoiding bugs arising if two versions are subtly different. Similarly to the NVIDIA WARP framework for differentiable simulation, Slang contributes to the growing ecosystem of differentiable programming.
Jānis will showcasing a cool set of tools that allow you to debug your game visually similarly to Unity's Scene view. Visual Debugger is a tool allowing developers to debug their Godot projects while the application is running in the editor or in a build. Demo: Visual Debugger for the Godot community | Jānis Mancēvičs.
For an upcoming project commission, I'm making a 2D game with crowd simulation and simple controls that works well on mobile browsers. The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. If you came here for gay sex, I'm sorry.
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