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This will be about how when in your C++ code you have a “vector math library”, and how the choices of code style in there affect non-optimized build performance. Backstory A month ago I got into the rabbit hole of trying to “sanitize” the various ways that images can be resized within Blender codebase.
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
For Thimbleweed Park builds were hand compiled which took a lot of time and was very error prone. More than once I made DEBUGbuilds rather than RELEASE builds or forgot to change some debug setting back. It’s nice to have builds compiled in the cloud and know they are from a pristine environment each time.
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
I debugged Android in the following manner. Enable wireless debug option on your Android device Same WiFi connection Enable debug mode and source map options in the build panel I did this, but the information is not displayed. I am currently debugging on a Mac, and the Mac version is 14.4.1
For Thimbleweed Park builds were hand compiled which took a lot of time and was very error prone. More than once I made DEBUGbuilds rather than RELEASE builds or forgot to change some debug setting back. It's nice to have builds compiled in the cloud and know they are from a pristine environment each time.
Here are some of the qualities that can make a bug difficult to nail down: [ Build-specific ] - The bug only shows up in release or final builds. A build-specific, platform-specific, live-only bug that silently fails and requires a bunch of players that only happens after many hours? Sometimes a bug is difficult to reproduce.
A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging. The developers love it, so we thought we’d share the insights this developer gave with our Western community.
Actually we are looking for an optimization checklist for Cocos Creator and HTML5 build. It’s a 3d game and the build size is 10mb. We already followed this post : Decreasing Build Loading Time for Cocos Creator Mobile-Web and Desktop-Web Builds Cocos Creator “Thanks for your reply, @mvrlin.
Of course, this includes updating the utilities, doing a spring cleanup, and maybe even building a new addition. There is always some layer of abstraction between the physical computer and the application that you are building, but you can’t optimize and debug what you can’t see. Is there a leaky pipe causing water damage?
It has beefier hardware than the retail console (because it needs to be able to hold and run debugbuilds of the game). Game consoles today typically have plugins for Microsoft Visual studio to handle the remote debugging process. Those text interfaces exist so we can access debug commands.
Just try to build a Empty project with settings below, finished by error. Run with --info or --debug option to get more log output. Get more help at [link] BUILD FAILED in 4m 33s Log file - android2-9-2023 14-56.log What went wrong: Execution failed for task ‘:libcocos:compileReleaseJavaWithJavac’. log - Google Drive
Im using Cocos creator to build a small game as side project. In the debugbuild the dll causing issues is msvcp140d.dll) I manage for now to make a build replacing the 2 files inside the engine with a couple that I found they were working, but honestly it was a lucky found and I dont think its the proper fix.
you announced that: Added functionality to match build templates by build task names (e.g., templates placed inside build-templates/wechatgame-001 will be used as build templates when constructing tasks named wechatgame-001. We tried many options, but files from build-templates folder are not copied anymore.
When I build any project to iOS, cmake was failed. 2023-9-27 10:03:36-error: Error: Run build plugin native:(onAfterBuild) failed! When I build any project to iOS, cmake was failed. 2023-9-27 10:03:36-error: Error: Run build plugin native:(onAfterBuild) failed! When I build any project to iOS, cmake was failed.
I’m trying to build an existing project that worked on previous env But with mine I got this error : Execution failed for task ':App:buildNdkBuildDebug[arm64-v8a][cocos2dcpp]'. > and build-gradle : 8.7 NDK_APPLICATION_MK=/Users/me/Dev/my_app/proj.android/app-myapp/jni/Application.mk
you announced that: Added functionality to match build templates by build task names (e.g., templates placed inside build-templates/wechatgame-001 will be used as build templates when constructing tasks named wechatgame-001. We tried many options, but files from build-templates folder are not copied anymore.
The build was successful, but the following message pop-up appeared and it was not executed. Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Volumes/GameProject/Develop/Test/ios-build/bin/Test/Debug/Test.app is not a. After creating an IOS basic project in cocos2dx ver4.0, it was built.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
Is it possible to check build type (for example, if it is debugbuild or not) via Typescript? Now I have to manually comment related code before building release version, and I’m looking for a way to automate this process.
On the Build Panel, try the following steps. enable the Debug option disable the Encrypt JS option builddebug in Android Studio then you can address the specific line when the JS code causes errors.
on an Apple M1 mac Building for 'iOS-simulator', but linking in object file (/Users/Im/Library/Developer/Xcode/DerivedData/BipolarBall-bshaqqtsxprdrffegizaqaqjqsve/Build/Products/Debug-iphonesimulator/libcocos2d iOS.a[743](btCollisionAlgorithm.o)) Hello has anyone encountered this error before ? I am using Xcode 15.0.1,
on an Apple M1 mac Building for 'iOS-simulator', but linking in object file (/Users/Im/Library/Developer/Xcode/DerivedData/BipolarBall-bshaqqtsxprdrffegizaqaqjqsve/Build/Products/Debug-iphonesimulator/libcocos2d iOS.a[743](btCollisionAlgorithm.o)) Hello has anyone encountered this error before ? I am using Xcode 15.0.1,
on an Apple M1 mac Building for 'iOS-simulator', but linking in object file (/Users/Im/Library/Developer/Xcode/DerivedData/BipolarBall-bshaqqtsxprdrffegizaqaqjqsve/Build/Products/Debug-iphonesimulator/libcocos2d iOS.a[743](btCollisionAlgorithm.o)) Hello has anyone encountered this error before ? I am using Xcode 15.0.1,
Try to test a simple, empty build, but failed when XCode builds (or using Cocos Creator ‘make’ button). The following is the build error logs. We need to upgrade our MAC build machine soon. 673:12) 2024-3-31 21:53:02-log: [task:make]: Run build plugin native : make failed! (in Can anyone help? 4 warnings generated.
Did you try to check what error gives if you debug the build with visual studio community? I had a similar problem due to some dll files. I patched it up with some that works, but not sure its the proper solution. I think there may be something not working in the dll that came packaged with the engine
We seek to build long-form interactive storytelling that features the tactile interactions and transition heavy animation that we’re familiar with. Build games holistically Although the debut game Genesis Noir was quite successful, the team at Feral Cat Den didn’t immediately start working on a sequel. “We
on an Apple M1 mac Building for 'iOS-simulator', but linking in object file (/Users/Im/Library/Developer/Xcode/DerivedData/BipolarBall-bshaqqtsxprdrffegizaqaqjqsve/Build/Products/Debug-iphonesimulator/libcocos2d iOS.a[743](btCollisionAlgorithm.o)) Hello has anyone encountered this error before ? I am using Xcode 15.0.1,
There are several things to check Crop unneeded features: Project Settings · Cocos Creator Enable gzip in your server Using bundles as @mvrlin suggested, very useful, also remember to choose compress types for bundles: Asset Bundle · Cocos Creator Uncheck debug mode : Build Options · Cocos Creator Config compressed image format like jpeg/png/webp with (..)
I tried to debug the engine. Found out the value of BuiltinBundleName.INTERNAL is pasted directly to the source code (the result of the engine build process?). So I think there is no way to customize the Internal bundle path except customize the engine.
However, building a scalable and reliable session-based online multiplayer game is not easy, since there are many components that need to be developed. With FlexMatch, you can build a custom set of rules that defines what a multiplayer match looks like for your game, and determines how to evaluate and select compatible players for each match.
The build was successful, but the following message pop-up appeared and it was not executed. Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Volumes/GameProject/Develop/Test/ios-build/bin/Test/Debug/Test.app is not a. After creating an IOS basic project in cocos2dx ver4.0, it was built.
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