Email me with everything relevant
I have to admit, I havenāt had a chance to try past versions of xcode yet, and Iām annoyed that xcode broke my project. Since Windows is my biggest user base (money-wise), Iām focusing on features right now, and then this summer, I hope to get the Mac and iOS versions building again. I really miss how easy it was to just always have all three building and running. I still donāt know what Apple did to break this.
Hi, Are you sure about the address?
Thank you
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Ok, sorry for the mistake, Iāve just sent you my tests codes.
Cheers
@slackmoehrle @roots @R101 @bluewind00
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Do I get this right that for cocos2dx v3 development the latest v3 from github is recommended (not the cocos2d-x-3.17.2)?
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Could you confirm that latest v3 is stable enough?
There is big difference between those two versions:
Comparing cocos2d-x-3.17.2...v3 Ā· cocos2d/cocos2d-x Ā· GitHub -
Did you release games with latest v3 for Android?
- I created PR Update CCPlatformConfig.h by crazyhappygame Ā· Pull Request #20693 Ā· cocos2d/cocos2d-x Ā· GitHub to fix build for latest android ndk23. Could you merge it?
- I see that travis CI build was not triggered (only appveyor is running). Could you fix travis CI build? Without continues integration v3 still will not compile at all ā¦
I canāt. @zhangxm may be able to help, but I am not sure what his priorities are at this moment. I can ask him to review your submission.
Iām using COCOS2D_VERSION 0x00031702 in production on Android.
Looks somehow stable (with ndk 22.1).
Any news on the problem that CrazyHappyGame and I experience with Mac and iOS?
BTW, I now have that running for Mac, by using an older version of xcode, but Iām concerned that at some point, I wonāt be allowed to use a 2020 version of xcode to build (and thereās the openGL issue looming).
Unfortunately, I still canāt get the iOS version to run in xcode. I get the error:
Ths file āPSFā couldnāt be opened because you donāt have permission to view it. I see this in many other places on the Internet, so itās not just cocos.
Even though it will be great if we get update from Cocos itself for latest XCode and M1 support. But meanwhile you can follow this for Mac
It is working fine
And for iOS
Hey, good news! I made progress with iOS! When I deleted the VALID_ARCHS before, I had deleted them only in the general project, and it finally dawned on me to look at the settings for the cocos target. Once I did that, Iām now able to at least partially launch in the simulator. Now Iām running into a problem with AudioEngine, so Iāll work on that tomorrow.
Also, Iām working with xcode 11.6, so Iāll probably create a duplicate project tomorrow and try xcode 12.4.
Thanks again @smitpatel88 ! Iāll let you know how it works out.
Oh my gosh, Iāve spent the evening working with xcode 12, and I just got the iOS project to build and run in the simulator! Thatās debug, so I need to see if I can get release to work.
Thanks SO much, @smitpatel88 !
@dogwalker Could you share a changes and create PR?
I am working on GitHub Action CI and it fails for iOS
Hi, @CrazyHappyGame, itās hard to say which fixed it, I followed @smitpatel88 's steps.
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completely delete any VALID_ARCHS entry (select the line and press the delete key), donāt just empty the value, delete the whole line.
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I set the deployment target to 11.0 (it was 9.1 in my case). I donāt know if this is necessary. Be sure you do this for the app and for the libcocos2d itself.
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I set Excluded Architectures to arm64 for debug. I didnāt touch release yet.
I still have a lot to do, modify some screens and work on case-insensitive files, but one of the things I want to do asap is upload the build to Apple so that I can then download the release in beta testing.
I hope this helps.