We are in a hard spot because Cocos2d-js hasn’t been updated since around the 3.13 days, IIRC. I know it says 3.17 in the API Ref but it hasn’t been updated functionally in quite a while.
There is no upgrade path for Cocos2d-js users to v4.
While using V4.0 on Xcode 11.4, I run the project on a real device works fine, static libs are being generated and placed in ios-build/lib/debug, if I switch over to a simulator device I get some linking errors because it’s the wrong arch. Looks like the libs did not get updated. Anyone else getting this issue? If I delete whats in ios-build/lib/debug then run simulator it works. I tried with hello world app and it’s happening.
ld: warning: ignoring file /Users/ericbouchard/Documents/cocos2d-x/ios-build/lib/Debug/libcocos2d.a, building for iOS Simulator-x86_64 but attempting to link with file built for iOS-arm64
I tried that but it did not fix the issue. I tried another v4 project I have and I don’t have the same issue. I integrated some sdkbox plugins in this new project, maybe some problems with my CmakeList.txt file
Does anyone know how to add a “Run Script Phase” configuration to xcode using cmake?
Basically I want to run a script before building from xcode, but since we are using cmake I must do this from cmake as to not lose it each time the project is generated.
@slackmoehrle@zhangxm
I am facing problem with ParticleSystemQuad particle creation in cocos2dx v4. I am creating particle as autoparticle =ParticleSystemQuad::create(“CompToolPar.plist”); particle->setPosition(pos); parent->addChild(particle,100);
error log is like
cocos2d: unsupported image format!
Assert failed: CCParticleSystem: error init image with data
Assertion failed : (isOK), function initWithDictionary,
This Code is working fine & good in v3.17 , but crashing in v4. Can someone look into this & help me out.
i am creating particles with ParticleDesigner https://www.71squared.com/particledesigner .
i am using .png as a texture image of particle. i am not using .tiff. i have checked the plist also, it includes .png format.
It will works well if you did use the png specify in textureFileName. If png is missing then raw data in textureImageData will be used, which is a tiff format, thus cause v4 assert failed due to the unsupported tiff format.
So you can remove the key textureImageData and corresponding value in the plist and make sure the png in textureFileName dose exist.