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When we're building a game, we're not running optimized builds - we need to run builds that have a bunch of debug data enabled so that we can check internal logic values to make sure the logic is behaving the way we expect. That takes a lot of memory, especially if we have a lot of different AI running around!
for Linux builds ( GH-98896 ). Core Object::call() prevent debug lock accessing dangling pointer ( GH-96862 ). Downloads The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDNative, VisualScript). Mono build (C# support + all the above).
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. With Android builds now supporting 16kb pages, the native libraries are now required to be uncompressed. ( You can also try the Web editor or the Android editor for this release. You can buy the game on Steam. 5) Pedro J.
This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. It provides an intuitive coding environment with intelligent code completion, debugging features, and syntax highlighting, whether you prefer C++, C#, or a combination of both.
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.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. To further improve your debugging experience Hendrik introduced a checkbox that allows you to start the profiler automatically when you run your game from the editor and capture valuable profiling data immediately ( GH-96759 ).
If we're ahead of schedule, that means the high priority stuff gets finished and we can either build more content or we can polish the existing stuff with that extra time. ALT I'm actually doing this kind of stuff at work this week.
I’m experiencing a server-specific issue with web builds. What I’ve Checked Build output files are identical on both servers S3 bucket configurations appear the same No console errors during build process Issue is reproducible consistently on Server B Questions Are there any known breaking changes in 3.8.6 upgraded from 3.8.4)
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ). or newer is required for this build, changing the minimal supported version from.NET 6 to 8. Changelog As we released 4.4
Finally, create a build resource and deploy to an Amazon GameLift managed fleet. Local environment prerequisites Have local development resources in place to build with Amazon GameLift server SDKs or Amazon GameLift plugins for Unreal Engine or Unity. Generate a build resource and deploy to Amazon GameLift managed fleets.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Stack traces are now available in projects exported in release mode as well if the Debug > Settings > GDScript > Always Track Call Stacks project setting is enabled. It is developed by foolsroom.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. 3D: Allow customizing debug color of Path3D ( GH-82321 ). You can also try the Web editor or the Android editor for this release. It is developed by Binogure Studio. Downloads Download Godot 4.5
Maintain Dev Velocity Any new solution had to integrate smoothly with Respawns existing workflows for building, testing, and deploying updateswithout slowing down the pace of game development. Minimizing the disruption for our player population was a critical success factor for the migration.
to build an iOS project. Hi Cocos team, I’m currently using Cocos Creator 3.8.5 and Xcode 16.3 When I archive the project in Xcode (for App Store upload), the archive (.xcarchive xcarchive ) does not include the main app dSYM ( alcatmist.app.dSYM ) under the dSYMs folder.
Scaling with Amazon GameLift Once youve integrated the game server with Amazon GameLift , upload the game server executable and any dependent assets as a Build and create a Fleet to run in AWS. bin/bash aws gamelift upload-build --name BlogDemo --operating-system AMAZON_LINUX_2023 --build-root. This demonstration uses t3.medium
Hello everyone, I’m an experienced Cocos developer with a strong background in building 2D/3D games and interactive applications using Cocos Creator and Cocos2d-x. If you’re looking for reliable development support, whether it’s full game development, feature implementation, optimization, or debugging—I’m here to help.
to build an iOS project. I have already verified: ✅ Build Settings → Debug Information Format = dwarf-with-dsym. I have already verified: ✅ Build Settings → Debug Information Format = dwarf-with-dsym. Hi Cocos team, I’m currently using Cocos Creator 3.8.5 and Xcode 16.3
And because games inherently involve patterns, structure, and numbers, kids organically explore mathematical concepts while they build. When homework is meaningful and connected to real learning, as it is at RP4K, it reinforces skills, while building bridges between students, families, and the learning process. They build confidence.
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Physics: Add debug colours and fills to CollisionPolygon3D ( GH-101810 ). or newer is required for this build, changing the minimal supported version from.NET 6 to 8.
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.
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
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
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.
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?
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.
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
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
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.
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