Sat.Dec 16, 2023

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Michael Blaker’s Synth Saturday: Chapters 21-25 of “Destiny’s Call” by operation.meteor

Game Industry News

Hey all, I’m back for this week’s Synth Saturday with the fifth set of chapters in the sequel to one of my favorite Gundam Fics. It’s Chapters 21-25 of “Gundam Wing: Destiny’s Call” by operation.meteor. Plot: This set of chapters starts off with the fallout from the prior set of chapters, and to say it is one of epic proportions is no joke.

Games 52
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Cocos creator, what you can expose on the inspector?

Cocos

I was recently working on port a game from Unity to cocos creator. Right now I was looking at the inspector components of the cocos creator. I see that we can expose ‘Nodes’, ‘Number’, ‘Vec3’ Usually we can expose variable that inherit from the ‘Component’ type. Even we can expose data like arrays from ‘SpriteFrame’ but looks like you cannot do that for array of nodes.

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Cocos creator, what you can expose on the inspector?

Cocos

Whiles I don’t know how to do it. You can search the source code for cc.button and see how they do it for the button and you can probably just lift that code and use it in your own scripts.

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Custom build simulator cocos creator 3.8.0 using gulp always fail

Cocos

Hi @jamessimo , thanks for the kind words, Unfortunately the custom build returns error (you can see the detail above). I’ve follow all instruction on cocos web documentation but still gives same error. I still waiting for cocos team dev’s response.

Build 40
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Attaching and activating MouseJoint2D on Ridged Bodies under the mouse

Cocos

Oh and for my solution. I decided to drop attaching a fixed joint dynamically and just attached a fixed joint to all my assets and connected it to a “mouseAnchor” and all I do is change the anchor position and enable/disable the joint on demand. This works quite well, wish the mouse joint could be told to listen to all touch events and apply it’s logic if a ridged body falls under the pointer at anytime rather than demand the explicit action of touching the node directly.

Asset 40
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Attaching and activating MouseJoint2D on Ridged Bodies under the mouse

Cocos

So after hunting for a solution, I went to the Chinese forums and found that some people suggest that mouseJoint is more of a debug tool. So I decided to attach my own joint to it dynamically in code but for some reason I can not attach a connected body. I found on the Chinese forums that joints are missing an apply function to tell box2d to re-calculate joints and will be in the next version 3.8.2. github cocos/cocos-engine/pull/16299 current version at time of writing is 3.8.

Debug 40

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Cocos Creator 3.8.1 Component onEnable method isn't called

Cocos

Hi, I noticed if I set “enabled” property to false inside onEnable , in future, if I set it back to true , the onEnable method will not be called. You can try this component and see console.log will be displayed only once. @ccclass('Test') export class Test extends Component { protected onLoad(): void { this.schedule(() => { this.enabled = true; }, 3); } protected onEnable(): void { this.

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Custom build simulator cocos creator 3.8.0 using gulp always fail

Cocos

Whiles I agree with your right to make a custom build of the engine.

Build 40