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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. Platform-specific - The bug only shows up on a particular platform (e.g. Sometimes a bug is difficult to reproduce. PS4, Linux dedicated server, Windows 10 service pack 2, etc.)
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.
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.
When developing on NVIDIA platforms, the hardware should be transparent to you. GPUs can feel like magic, but in the interest of optimized and performant games, When developing on NVIDIA platforms, the hardware should be transparent to you. Building Games with NVIDIA Nsight Tools on NVIDIA Ada Lovelace Video 2.
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.
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.
On the build config, you will find an option “Debug”. Check it and build again it should appear docs.cocos.com Publish to Web Platforms | Cocos Creator Cocos Creator Docs
I was able to solve the problem by adding the “buildScriptsOnly=true” that you taught me to add to the build parameter! Applications/CocosCreator.app/Contents/MacOS/CocosCreator --path projectPath --build "platform=web-mobile;debug=true;buildScriptsOnly=true" My only regret is that it is not listed in the manual… Thank you for your help.
Applications/CocosCreator.app/Contents/MacOS/CocosCreator buildScriptsOnly --path projectPath --build "platform=web-mobile;debug=true" Thank you. Is this “buildScriptsOnly parameter” a hidden parameter not mentioned in the manual? Can I specify the following as a parameter?
I have build my projects on cocos creator 2.4.11 to native platform. Also it’s working on debug mode. I opened project on my Xcode 16.3 and run it on my iPhone 11 Pro Max. But I can’t open app because it crashed. So I tried an hello world project and the result is same. Is there any solution for this problem?
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.
With Amazon Web Services (AWS) as its backend, the Metalhead team accelerate and optimized its development and deployment of “SMB 4,” ultimately launching the game simultaneously on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, and Steam, with global support for cross-platform play.
At GDC 2021, NVIDIA’s updates, enhancements, and platform compatibility expansions enable RTX to be turned ON for a larger base than ever before. Together, these two platforms offer a massive new audience for ray tracing technology. Arm processors are the engines inside of billions of power-efficient devices.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Framerate Optimization To address this, Unity offers several profiling and debugging tools.
However, building a scalable and reliable session-based online multiplayer game is not easy, since there are many components that need to be developed. For the game server hosting, we’ve selected Amazon GameLift Realtime Servers as our game server hosting platform. In this sample, we use Amazon GameSparks for this purpose.
Cross-Platform Compatibility Cross-platform gameplay is one of the biggest game development trends of 2023. So, game developers must seek mobile game engines that support cross-platform development. However, with time, it started supporting multiple platforms. Let’s find out. And that’s where Unity wins.
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed Byte Platform iPad screen display is not complete. Fixed Mat4.getRotation
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:make - (220380ms) 8-5-2023 12:38:50-log: [task:make]: native:(make) in 220380 ms ✓, 23.333333333333332% 8-5-2023 12:38:50-log: [task:make]: success!
This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. It is highly extensible, and is available for Windows, MacOS, and Linux, providing a common ground for developers working on multiple platforms.
In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot. Moonwards is the experience of building a world together. We have Archetypes, we have decoupled Entities, and simple, predictable building blocks. Yes, we know that’s awfully ambitious.
Minor version updates focus on performance, package size, ease of use, and stability, such as WASM modules, support for mini-game platforms, package compression, build process optimization, script optimization, rendering effect optimization, etc. Mini-game Platform Enhancements 1. Each release has made Cocos Creator 3.8
If you are interested in the latter, please request to join our testing group to get access to pre-release builds. Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! You can also try the Web editor or the Android editor for this release. New in Beta 1!
The first RC build last Friday appeared to be problematic for some users with the GLES3 backend, as calculations for the irradiance map were taking too much time for some drivers (leading to a GPU hang). 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.
This new RC 2 build should be quite stable and we hope that many Godot 3.2.x stable build. If all goes well, the next build should be 3.2.2-stable. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Notably, Godot 3.2.2 How to test. GLES2 2D batching. Other changes.
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 The new official buildsystem that our contributor Hein-Pieter van Braam-Stewart ( hpvb ) set up for us is now quite efficient, so we can roll out builds fast and easily.
Right, yet another beta build, but this one is so much closer to the release candidate ;). The Mono build seems to behave and barring any big regression, we should be able to have a release candidate within a week or so. For changes since the last beta build, see the list of commits. Mono build (C# support + all the above).
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. After refining our Godot 3.2 How to test.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Notably, Godot 3.2.2 How to test.
This new RC 3 build fixes a couple recent regressions. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. The upcoming Godot 3.2.2 stable in a day or two. Notably, Godot 3.2.2
After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 beta 1 as our next iteration, fixing various issues from previous builds. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2
which should soon see a new alpha build. 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. Here are some highlights of the most important changes: Platform: iOS: MFI gamepad support, audio improvements.
Update 2019-12-21 @ 10:00 UTC: Two packaging issues have been fixed with the Mono builds: The Mono export templates.tpz lacked the Windows and Unix-specific base class libraries, so it was not possible to export Linux/macOS binaries from Windows and the other way around. For changes since the last beta build, see the list of commits.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Notably, Godot 3.2.2 How to test.
So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions! For macOS, both the standard and Mono editor builds are now signed and notarized ! Mono build (C# support + all the above). stable soon™.
alpha 3 as our next iteration, fixing various issues from the last build. IMPORTANT: This is an alpha build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2 For changes since the previous alpha build, see the list of commits. Mono build (C# support + all the above).
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x stable build. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). It should be safe to test this build directly with pre-existing projects made with Godot 3.2.x. The upcoming Godot 3.2.2
includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). iOS export templates are now included in the Mono build. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. feature set.
B) You need specific Android permissions, you usually build your own template to include thirdparty modules, or you are using Godot 3.0 or later: You will have to build from source and edit the Android manifest yourself. Debug "no-perms" template: [link]. B) Building from source and editing the manifest.
Building the test plugin. The build tools are the same as for Godot itself, so we will be using SCons for this: cd godot-cpp scons target=debug. The build tools are the same as for Godot itself, so we will be using SCons for this: cd godot-cpp scons target=debug. As with godot-headers, use the 3.x
Many fixes have been made in the master branch since then, so it's time for a new build with Godot 3.2 The Mono build for beta 2 did not run properly on Windows, and we are still hard at work trying to solve that together with upstream. A huge thankyou to Clay John for debugging and fixing so many rendering issues. x binaries.
Here are some of the main changes in this build: Animation: Fix skinning initialization in MeshInstance when loaded from thread ( GH-48217 ). Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes. HTML5: Fix build with Emscripten 2.0.17+ ( GH-48320 ). Bug reports.
stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1 Mono build (C# support + all the above). So we're now publishing Godot 3.1
As mentioned in the previous post , we're close to the Release Candidate stage and I hesitated to name this build as such. IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.2 For changes since the last beta build, see the list of commits. Disclaimer.
This first alpha build comes relatively late in our planned release schedule, mostly because of work done on our official build infrastructure to adapt to 3.2 requirements (changes to the Android buildsystem and packaging, especially with the new C# support), as well as a build server upgrade. are included in this build.
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