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Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. Let’s find out. And that’s where Unity wins.
Richie Shoemaker flicks through the first issue of Debug, a new games magazine edited by veteran mag-ician Dean Mortlock that aims to be a champion for indie titles, studios and publishers
Poki est disponible sur ton mobile, tablette et ordinateur. But only 55% of players start the game on mobile. 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. Uncheck debug mode in build options.
Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Framerate Optimization To address this, Unity offers several profiling and debugging tools.
Testing mobile games is crucial as it helps you release bug-free games, boosting the gaming experience. However, in the fast-evolving tech world, developers have had to build mobile games for different operating systems (OS), including iOS, Android, and Windows. But is testing of mobile games for the two operating systems the same?
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 ). This feature has been a work in progress for awhile and was recently finished and merged in ( GH-97647 ).
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
Hello, When attempting to run the game on a mobile device after building it, the following error occurs consistently: 14:34:38 [DEBUG]: D/ JS: [ERROR]: Error 3817, please visit [link] for details.
They created interactive installations, motion graphics animations, experiential web pages, mobile apps, and lots of other creative projects. ” Evan Anthony: “Our debugging tools are so cool! Previous to making their own indie games, the studio’s background was in advertising and product design.
I tried everything I can to load the scene in the bundle (web-mobile) and it never works in a Release build. Still working correctly in debug builds though. Sometimes, the scene is missing from build build (I tried to load all the scenes in bundle and it returns an empty array).
I tried everything I can to load the scene in the bundle (web-mobile) and it never works in a Release build. Still working correctly in debug builds though. Sometimes, the scene is missing from build build (I tried to load all the scenes in bundle and it returns an empty array).
I tried everything I can to load the scene in the bundle (web-mobile) and it never works in a Release build. Still working correctly in debug builds though. Sometimes, the scene is missing from build build (I tried to load all the scenes in bundle and it returns an empty array).
In GH-99551 , rendering expert DarioSamo has implemented support for the Fragment Density Map extension, making the Vulkan Mobile renderer more viable for VR on standalone headsets. 3D: Allow customizing debug color of Path3D ( GH-82321 ).
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 (..)
Debug variant could be slower, but release should be better than web on the same hardware Please ensure you are using release build variant in Android Studio.
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?
The two extensions support debugging of Godot games. They make it easy to launch and debug games from the IDE without the need to tweak any Godot setting. As of this writing, the two extensions provide 3 debug targets: Launch , Attach and Play in Editor. This work was kindly sponsored by Microsoft. Code completion.
Everything is good in mobile phone web and PC web. debug info: Touch pointer move a lot. After packaging the Android App, the game cannot drag pictures.
Everything is good in mobile phone web and PC web. debug info: Touch pointer move a lot. After packaging the Android App, the game cannot drag pictures.
Everything is good in mobile phone web and PC web. debug info: Touch pointer move a lot. After packaging the Android App, the game cannot drag pictures.
I tried everything I can to load the scene in the bundle (web-mobile) and it never works in a Release build. Still working correctly in debug builds though. Sometimes, the scene is missing from build build (I tried to load all the scenes in bundle and it returns an empty array).
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. Thanks for the tip!
but when I tried to run on iOS I got this error message 11:34:09 [DEBUG]: JS: error load bundle null 2023-08-22 11:34:09.454058+0700 SampleLoadBundle-mobile[2496:397100] open on /var/mobile/Containers/Data/Application/869CFED8-9554-495C-AE96-C0E0E57D0245/Documents/gamecaches/<mybundle_name>/16926787931462.json:
Especially if you work on mobile games or looking to get hired in a mobile game studio. One of the favorites of many game dev goo-roo’s is debugging. Yet you can get your way around without this skill. Not for too long, though, but enough to get your foot through the game dev industry door. A vital skill to have for sure.
Unity Test Tools Unity is one of the most used game engines globally, with about 70% of developers using it for mobile game development. It is tailored for mobile games and provides a comprehensive solution to assess the stability and efficiency of games across different devices.
Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add GPUParticles to the OpenGL3 renderer ( GH-68426 ).
While it's relatively easy to make the editor build and run for browsers, many of its features can't work out of the box and need specific development for HTML5, such as handling multi-threading or the lack thereof, running/debugging edited projects, filesystem management, cloud storage, etc.
As Henri pointed out in his talk - the massive shift from desktop to mobile is key to these changes with mobile devices eclipsing desktop in terms of web access back in 2016. to 44.59% in favour of mobile. Alongside the growth in mobile usage greater mobile device fragmentation further add to the challenge.
There are still many important changes in this beta which are worth testing in the classical build: More work has been done on the rendering, fixing many long-standing bugs as well as some recent regressions that would affect GLES2 mobile and low-end desktop devices. would be on its release. The features.
Here we are using electron+web mobile. Since the web mobile code is all bare bones. Here first we block the debugging of the application. It’s about copying over the already rendered results before rendering transparent objects. Then it’s time to publish steam which needs to be packaged for desktop.
on mobile, some developers are sticking to the 2.1.x Debug: New crash handler to generate backtraces when crashing on all desktop platforms (as in 3.0). Note that contrarily to 3.0 which can download the export templates for you automatically, with 2.1 Why do we still do 2.1.x x releases again? requires OpenGL 3.3 and OpenGL ES 2.0
The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed. 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. There were over 600 bugs listed for the 3.1 See the changes between 3.1
The tool is compatible with popular games on Windows, Mac, and even mobile devices, making it accessible to a broad spectrum of gamers. Whether you’re playing on a PC, Mac, or mobile device, POCO Driver offers a unified solution for automation needs, leveling the playing field for players across platforms.
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.
Nowadays, we can see three common types of platforms: Native(iOS, Android, PC, Mac, Harmony, etc), Mini Games(Wechat MiniGames, Tiktok Mini Games), and H5(PC Browsers, Mobile Browsers, Facebook Instant Games, Poki Games, etc). Debugging Parameters Next, let’s take a look at the following code. are used directly. are used directly.
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). 2D batching for GLES3 (remember that we added it for GLES2 in 3.2.2), and improvements to GLES2's batching.
We have very little experience with mobile or HTML5 development. We have also encountered difficult-to-trace crashes in our exports that are exceedingly difficult to debug because they are not captured in the release build. We've got a console partnership that we'll be excited to reveal soon that has gone very smoothly.
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, Some examples are: A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile).
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