Cocos Creator v2.4.2 released, now using Cocos Dashboard!

Cocos Creator v2.4.1 released, now using Cocos Dashboard!

Cocos Creator v2.4.1 is here! This update brings more new features, optimizes performance and improves stability.

It is recommended for all v2.3.x developers to upgrade! Please perform the necessary technical evaluation and backups before upgrading.

Note: Yes, you use Dashboard now to Download and manage Cocos Creator

Downloads

Dashboard for MacOS

Dashboard for Windows

Download Creator from Dashboard

Cocos Dashboard

The Cocos Dashboard serves as a unified downloader and launch portal for Cocos Creator and Cocos Creator 3D engines. Everyone can upgrade and manage multiple versions of Cocos Creator. In addition, unified project management and a creation panel is integrated, which is convenient for everyone to develop projects with different versions of engines at the same time.

Manage projects developed under different versions:

You can choose to use a different version of Cocos Creator when creating a new project:

What’s new

Following the release of v2.4.1 last week, Cocos Creator has brought you the long-awaited byte game platform support! A new platform always means new opportunities and challenges, and will bring more users and potential to developers. We also look forward to the explosion of more excellent products on byte games! We recommend that developers who need to release byte games upgrade the engine to the latest version to get the best experience.

Byte games

The byte game is developed based on the full product matrix of Bytedance and includes such creations as Today Toutiao, TikTok and Today Toutiao Speedy Edition. It does not require users to download, just click to open the new game type that is ready to play. ByteDance’s full product matrix takes content distribution as the core, and promotes the distribution of small games through content, and uses content to bring volume and fission to small games. Currently, there are very rich application scenarios. There are traffic portals in natural search, feed stream, personal homepage, small video, video comment area, etc. For detailed instructions, please refer to the Understanding Mini Games: Overview of Traffic Portals article (Chinese Only). In terms of revenue, ByteDance currently supports both advertising and in-app purchases.

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For games developed with Cocos Creator, developers only need to select the ByteDance game publishing platform when building, and Cocos Creator automatically completes the adaptation and building.For details, please refer to the Publish to Byte Games documentation.

Known issues

  • After the iOS device is upgraded to iOS 14 beta.3, there will be a problem that the web platform cannot display the screen temporarily. You can customize the engine and manually merge the changes #6974 for repair.

v2.4.1 Byte platform has been unlocked synchronously

Cocos Creator v2.4.2 and v2.4.1 are exactly the same in terms of product functions, so the release portal of byte games for existing v2.4.1 users has been unlocked through hot updates. v2.4.1 users only need to start Cocos Dashboard v1.0.8 when the network is connected, and then open the editor. If unsuccessful, please make sure that Cocos Dashboard is using the latest v1.0.8, and completely exit and reopen. Minimizing the app isn’t good enough.

In addition, there is more good news: v2.4.1 already supports the Huawei AppGallery Connect platform, and developers can access Huawei HMS Core with one click, currently including account, Services such as payment, advertisement, and games will continue to support SDKs such as push, analysis and positioning in the near future.

Also, Cocos Creator will cooperate with Huawei in all aspects, especially at the technical level, integration with the underlying algorithms of CG Kit, tap Vulkan’s extreme rendering capabilities, release greater graphics rendering performance, and improve rendering efficiency. At the product level, Huawei’s HMS Core and AppGallery Connect will also be successively connected to more high-quality services to help developers develop higher-quality games.

Upgrade Tips

Upgrading a project from a previous version of Cocos Creator is irreversible. Please backup the old version of the project before upgrading.

Projects under development can usually be upgraded seamlessly, but because of the uniqueness of each project, developers should conduct a technical evaluation based on their project’s own needs. If developers encounter difficulties in upgrading, please feel free to give us feedback and we will try our best to assist. In addition, due to stability considerations, it is recommended that projects that are about to be launched or already launched be upgraded with caution.

Upgrade from <2.4.0 version

  • cc.loader is no longer recommended, please use the latest cc.assetManager instead, please refer to the Resource Management Module Upgrade Guide

  • The sub-package function has been upgraded to Asset Bundle, please refer to the Resource Subcontract Upgrade Guide

  • Adjusted the directory structure after the project is built and adjusted the API of BuildResults. If you use the editor plug-in to get the editor’s build results, please refer to Customized Project Build Process Upgrade Guide

  • The cc.RawAsset that was deprecated since 1.10 has been officially removed, please use cc.Asset instead. Since 2.4 is no longer compatible with the legacy usage of the RawAsset type in the original 1.x project, it is recommended that all projects to be upgraded to 2.4, especially those upgraded from version 1.9, be edited in any 1.10 ~ 2.3 version. All warnings or errors output when the compiler compiles the code are processed correctly, and then upgraded to 2.4.

  • cc.Color.fromHex is deprecated, please use cc.Color.fromHEX interface

Upgrade from < 2.3.3 version

  • The CCTexture2D and CCTexture2DRGB methods in the Effect have been abandoned.

  • Vec3.FRONT has been abandoned, please use Vec3.FORWARD instead.

Upgrade from < v2.3.0 version

Since v2.3.0, Android and Android Instant use the same build template, please note:

  • If the code is used solely by the Android platform, please put it in the app/src directory, and the third-party library used by itself, please put it in theapp/libs directory.

  • If the code and third-party libraries used by Android Instant are separate, please put them in the game/src, game/libs directories.

  • For code and third-party libraries shared by Android and Android Instant, please place them in the src and libs directories under the proj.android-studio root directory, respectively.

  • proj.android-studio under the root directory jni/CocosAndroid.mk, jni/CocosApplication.mk, mainly used to configure engine-related configuration, developer configuration, it is recommended that Android be placed in app/jni/Android.mk and app/jni/Application.mk, Android Instant, please put in game/jni/Android.mk and game/jni/Application.mk.

  • When Cocos Creator compiles for Android, it will execute assembleRelease/Debug by default, and when compiling for Android Instant, it will execute instant: assembleRelease/Debug.

In addition, when Cocos Creator compiles for Android, it will execute assembleRelease/Debug by default, and when compiling Android Instant, it will execute in``stant:assembleRelease/Debug.

If you have customized the pause logic when switching between audio background and background, please remove it after upgrading to 2.3.0 Currently Cocos Creator games automatically pause and resume audio internally when switching between front and back on all platforms. If the developer has customized this block before, and listens for and performs audio operations like cc.audioEngine.pause() and resume(), it may conflict with the engine’s default behavior. If you encounter related audio issues, simply remove the corresponding custom code.

Upgrade from version v2.0 – v2.3.0

Starting from 2.3.0, the Canvas component is no longer responsible for setting the Canvas node size to the screen size. This behavior will be implemented in conjunction with the Widget component. To ensure compatibility, after the 2.0 project is upgraded, the node where Canvas is located will automatically add Widget components. (No problem upgrading from a 1.0 project)

Upgrade from < v2.2.0

Starting from 2.2.0, we have strengthened the memory management mechanism, and now require users to dynamically create cc.Node which is independent of the scene node tree through code must be released through destroy(), otherwise the engine cannot know when to recycle this type The memory of the node will cause a memory leak.

  • In addition, the nodes that are manually removed from the scene need to be unified when they are not needed.

// Assuming testNode is a node in the scene, if it was manually removed

//from the scene before, such as

testNode.parent = null;

// or

testNode.removeFromParent(true);

// or

parentNode.removeChild(testNode);

// If testNode will be used again in the future, there is no need to

// manually destroy the node otherwise it should be called manually

testNode.destroy();

  • If a node is managed via cc.NodePool, it is not affected.

Upgrade from < v2.0

If you open the 1.x project, all resources such as scenes will be upgraded automatically. If there are warnings or errors in the code, you can refer to v1.10.0 Resource Upgrade Guide and the v2.0.0 Upgrade Documentation.

Cocos Creator v2.4.2 support SDKBOX?

Try installing from here: http://store.cocos.com/#/resources/detail/1880

I recently installed SDKBOX successfully with CC 2.4.1. There were some few issues as mentioned in this thread: SDKBOX skips some steps but install succeeds

@sivabalan Hope it helps you. If not, let me know I will help you out. There are a couple of unknowns that were somewhat tricky to figure out.

@fleon thanks…i’ll try :grinning: :smiley:

@fleon

@sivabalan well do the packages already exist from your previous attempts to install? Check out the SDKBox docs for information.

I haven’t seen that kind of issue before. The issues I had were mostly related to iOS builds. It seems you’re using Windows (which I haven’t used in like 7 years now).

It may be worthwhile to try to delete SDKBOX plugin and try again.

Below two pages of reference may be helpful:

http://docs.sdkbox.com/en/qa/use-gui-integration-ga-to-creator/
http://docs.sdkbox.com/en/qa/cocos_creator/

The docs aren’t that great though, so you’ll have to do some hit and trial to figure out some things yourself.

I do also wish they were better. When SDKBox is integrated back in with Creator again this will be more seamless. The work is already underway.

i have two versions creator 2.3.4 and 2.4.2.Creator 2.3.4 showing sdkbox plugin but 2.4.2 didn’t show sdkbox.