September 17, 2018, 12:43 am
@doanhieuthien wrote:
After just create an app on twitter to get key and screte.
and follow the introduction of http://docs.sdkbox.com/en/plugins/share/v3-cpp/
sdkbox::SocialShareInfo info;
info.text = "#sdkbox(www.sdkbox.com) - the cure for sdk fatigue ";
info.title = "sdkbox";
//info.image = "path/to/image"
info.link = "http://www.sdkbox.com";
info.showDialog = true; //if you want share with dialog,set the value true
info.platform = sdkbox::SocialPlatform::Platform_Twitter;
sdkbox::PluginShare::share(info);
I just received SocialShareStateCancelled called right after SocialShareStateBegin (with .showDialog = true)
But if I set info.showDialog = false; I get SocialShareStateFail with “user authenticate fail” after SocialShareStateBegin.
Some one can help me what I have to do more to fix this problem.
Thanks for all.
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September 17, 2018, 1:07 am
@hoisung wrote:
I make a 3d car (vehicle) with 4 wheels. I connect wheel into body car by constraint Hinge and 3D6Dof. But i can’t rotate front wheel for control car.
Please help me for solution!
Thanks!
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September 17, 2018, 1:11 am
@hoisung wrote:
How i can add a vehicle create with btRaycastVehicle into Scene3D?
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September 17, 2018, 1:53 am
@Octane_Test wrote:
I have developed an Android game using Cocos2d-X 3.16. The game is uploaded in open beta. Recently, I reviewed the pre-launch report on Google Play Console. The report was showing following warning for the game splash screen under “Accessibility” section:
This item may not have a label readable by screen readers.
How can I fix this warning? Is there a way to provide Android layout style content description field in Cococs-2DX?
I would appreciate any suggestions and thoughts on this topic. Thank you.
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September 17, 2018, 4:57 am
@piotrros wrote:
Does Cocos Studio still work on Mac OS Mojave? Anyone tried on beta? Because it’s 32bit so I’m a little worried ![:wink: :wink:]()
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September 17, 2018, 6:45 am
@Jang_Wei wrote:
Hello
How are you today?
I am using cocos2d-x v3.3 and play effect with below code
cc.SimpleAudioEngine:getInstance():playEffect("test.ogg", false)
test.ogg file is 20 seconds.
In win32 platform it runs ok,sound can play to the end.
But in Android, it stop after played 10s.
I change the sound format to mp3,wav, the problem still exit.
Can let me know what is the problem?
Thank you
Best Regards
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September 17, 2018, 7:28 am
@GoodGameProd wrote:
Hi - I am having an issue loading Billboards on Samsung devices. On every other Android device, the Billboard’s work, is there an issue with different chipsets not working correctly?
This is the info from the Xiaomi device is as follows (on this device Billboards work fine):
cocos2d.x.version: cocos2d-x-3.17
cocos2d.x.compiled_with_gl_state_cache: true
gl.supports_S3TC: false
cocos2d.x.build_type: DEBUG
gl.supports_vertex_array_object: true
cocos2d.x.compiled_with_profiler: false
gl.renderer: Mali-T628
gl.vendor: ARM
gl.version: OpenGL ES 3.0
gl.supports_ATITC: false
gl.supports_ETC1: true
gl.supports_OES_packed_depth_stencil: true
gl.max_texture_units: 32
gl.supports_PVRTC: false
gl.max_texture_size: 8192
gl.supports_NPOT: true
gl.supports_OES_map_buffer: true
gl.supports_OES_depth24: true
gl.supports_discard_framebuffer: true
gl.supports_BGRA8888: false
However on Samsung with the following (Billboards do not appear), I have tried various Samsung devices, they all fail:
gl.supports_OES_map_buffer: false
gl.supports_vertex_array_object: true
cocos2d.x.version: cocos2d-x-3.17
gl.vendor: Qualcomm
gl.supports_PVRTC: false
gl.renderer: Adreno (TM) 530
cocos2d.x.compiled_with_profiler: false
cocos2d.x.build_type: DEBUG
cocos2d.x.compiled_with_gl_state_cache: true
gl.max_texture_size: 16384
gl.supports_ETC1: true
gl.supports_BGRA8888: false
gl.max_texture_units: 96
gl.supports_OES_packed_depth_stencil: true
gl.supports_ATITC: true
gl.supports_discard_framebuffer: true
gl.supports_NPOT: true
gl.version: OpenGL ES 3.2 V@145.0 (GIT@I07a8b16b27)
gl.supports_S3TC: false
gl.supports_OES_depth24: true
The Billboard Node data works, the texture is loaded, is there any issues relating to using Billboards on the different chipsets?
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September 17, 2018, 7:37 am
@_6339 wrote:
Hi Creator Team,
On Cocos Creator 2.0.1 & 2.0.2, prefab can’t load or save rotation value. Prefab with rotated node will be loaded with 0 rotation and rotation will always be saved to value 0. This is working properly in Creator 1.10.1 and below.
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September 17, 2018, 8:38 am
@apeshub wrote:
hello
I have some question about cocos creator api.
Recently I recognize that if I change my cursor to other tab game is stopped.
But my game is using server it is necessary to sync time with server.
so I try to reqeust server a message to sync time when I come back to my game tab again.
But I couldn’t found any method that notice me my game status change to active from deactive.
Is there any one who know about it?
All I need is some method that can detect the moment came back to origin tab after I go the to other tab.
Thx
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September 17, 2018, 10:23 am
@HeroesMagic wrote:
Hi,
As I read from this topic, creating custom actions was not supported at that moment. Is this still the case for 2.0.1?
All I am trying to create a LabelNumberAction which will animate a label (set its string with given number) like start with 10 and count up to 100 in 1 seconds kinda thing. I can do it with scheduling a callback but when I need to add second of that effect, i need to remember the schedule callback so I can unschedule it to prevent erratic behaviour. This mentioned effect (canceling all actions, adding new one) is easily done with actions, but i cannot create custom ones.
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September 17, 2018, 1:04 pm
@MuratAlbayrak wrote:
I have another question about Creator.
I need to create Sprites, SpriteFrames etc. in the Cocos Creator Editor (and just for the Editor. Not for the Game itself).
I know that all informations like path, uuid, type etc. of an Asset are stored in the AssetDB.
It is possible with cc.AssetLibrary.getAssetByUuid(…) but I have to preload the Asset with cc.AssetLibrary.loadAsset(…). I’m sure that the Editor has preloaded Assets… but I dont know how to access them.
Is there a better way? without preloading.
cc.loader.getRes(…) seems not to be applicable because it’s just for the subfolder “resources” and I dont need the asset for the Game just in the Editor.
Anything like AssetDB.getAssetByUuid(…)???
@jare @slackmoehrle I dont want to steal your time… but Im sure you guys can help me.
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September 17, 2018, 1:30 pm
@Noxomy wrote:
I’ve seen in the documentation that cocos2d-x v2 is RGB565 instead of 24-bit RGB888 color, how would I change this to have 24bit color on my app?
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September 17, 2018, 4:32 pm
@jasontosh wrote:
Is it possible to know the DebugMode flag at runtime in Cocos Creator 1.9.3 Facebook Instant Games build? (Without hacking main.js)
I’ve googled my brains out and found absolutely nothing. The DebugMode enum documentation very “helpfully” repeats the exact enum names, and that’s it.
That value has to be buried in the API somewhere, right??
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September 17, 2018, 7:37 pm
@ac3sinji wrote:
Crashed: com.apple.main-thread
0 libsystem_platform.dylib 0x18208aaa0 _platform_memmove + 208
1 Puzzle Glow 0x1011a6318 cocos2d::Renderer::drawBatchedTriangles() + 4307364
2 Puzzle Glow 0x1011a6318 cocos2d::Renderer::drawBatchedTriangles() + 4307364
3 Puzzle Glow 0x1011a64f8 cocos2d::Renderer::flush() + 4307844
4 Puzzle Glow 0x1011a5f58 cocos2d::Renderer::processRenderCommand(cocos2d::RenderCommand*) + 4306404
5 Puzzle Glow 0x1011a67f4 cocos2d::Renderer::visitRenderQueue(cocos2d::RenderQueue&) + 4308608
6 Puzzle Glow 0x1011a695c cocos2d::Renderer::render() + 4308968
7 Puzzle Glow 0x101179f34 cocos2d::Scene::render(cocos2d::Renderer*, cocos2d::Mat4 const*, cocos2d::Mat4 const*, unsigned int) + 4126144
8 Puzzle Glow 0x101126564 cocos2d::Director::drawScene() + 3783664
9 Puzzle Glow 0x1011c7598 -[CCEAGLView layoutSubviews] + 4443172
10 UIKit 0x18c0826f4 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 1420
11 QuartzCore 0x1865f7e54 -[CALayer layoutSublayers] + 184
12 QuartzCore 0x1865fbfe4 CA::Layer::layout_if_needed(CA::Transaction*) + 324
13 QuartzCore 0x1865686c8 CA::Context::commit_transaction(CA::Transaction*) + 320
14 QuartzCore 0x1865901b0 CA::Transaction::commit() + 580
15 UIKit 0x18c340598 _afterCACommitHandler + 256
16 CoreFoundation 0x182416910 CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION + 32
17 CoreFoundation 0x182414238 __CFRunLoopDoObservers + 412
18 CoreFoundation 0x182414884 __CFRunLoopRun + 1436
19 CoreFoundation 0x182334da8 CFRunLoopRunSpecific + 552
20 GraphicsServices 0x18431a020 GSEventRunModal + 100
21 UIKit 0x18c354758 UIApplicationMain + 236
22 Puzzle Glow 0x100b8de20 main (main.m:5)
23 libdyld.dylib 0x181dc5fc0 start + 4
A lot of Crashlytics is coming from iOS.
I do not know what the cause of this crash is.
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September 17, 2018, 8:56 pm
@doanhieuthien wrote:
in Android Studio sdkbox::PluginShare::init() crash with “stack corruption detect”
[Logcat]
…
09-18 10:45:36.009 22357-22357/? A/DEBUG: Abort message: ‘stack corruption detected (-fstack-protector)’
r0 00000000 r1 00005713 r2 00000006 r3 00000008
r4 000056b4 r5 00005713 r6 c96fe93c r7 0000010c
r8 00000000 r9 00000000 sl dd1a6fc0 fp dd187e00
ip c96fe970 sp c96fe928 lr e5e75c89 pc e5e6f772 cpsr 200b0030
09-18 10:45:36.011 2353-6852/? W/GamesServiceBroker: Client connected with SDK 13589000, Services 13280028, and Games 65560040
09-18 10:45:36.018 22357-22357/? A/DEBUG: backtrace:
#00 pc 0001a772 /system/lib/libc.so (abort+63)
#01 pc 00048c0d /system/lib/libc.so (__stack_chk_fail+8)
#02 pc 010bd5b7 /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (sdkbox::ShareProxy::ShareProxy()+158)
#03 pc 010be0c9 /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (sdkbox::ShareWrapperEnabled::regEventForAndroid()+64)
#04 pc 010bf32d /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (sdkbox::ShareWrapperEnabled::nativeInit(sdkbox::Json const&)+100)
#05 pc 010bf53b /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (sdkbox::ShareWrapperEnabled::init(char const*)+110)
#06 pc 01061b5b /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (ShareTwitterManager::initialize()+30)
#07 pc 00f4efa3 /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (AppDelegate::applicationDidFinishLaunching()+410)
#08 pc 0129d515 /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (cocos2d::Application::run()+18)
#09 pc 012a389d /data/app/com.xxx==/lib/arm/libcocos2dcpp.so (Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit+196)
…
[/LogCat]
call sdkbox::PuginShare::init() in ShareTwitterManager::initialize()
any one can help me fix this problem
Thanks.
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September 18, 2018, 12:00 am
@doanhieuthien wrote:
When android share twitter with sdkbox PluginShare:
sdkbox::SocialShareInfo;
info.image=filePath.c_str();
info.showDialog=true;
info.platform=sdkbox::SocialPlatform::Platform_Twitter;
sdkbox::PluginShare::share(info);
I got SocialShareStateFail: error:android.os.FileUriExposedException: file:///data/user/0/com.xxxx/files/capture.png exposed beyond app through ClipData.Item.getUri()
With targetSdkVersion >= 24 should eplace “file://” URI with “content://” URI:
So how can solve this.
Thanks
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September 18, 2018, 1:50 am
@NoSanaNoLife wrote:
Hello I have a prefab and I’d like to put it back to my Node Pool
I tried this code in a script in my Prefab
update(dt){
if( (globals.x)> this.node.x) globals.enemyPool.put(this)
}
and it does nothing? What can I do if I want to return it to Node Pool by calling its own function in it’s own script? Given that I inserted it in Node Pool like this in the Game script, and I don’t have a unique identifier for it.
for (let i = 0; i < 5; ++i) {
let enemy = cc.instantiate(this.enemyPrefab);
this.enemyPool.put(enemy);
}
THANKS!
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September 18, 2018, 3:38 am
@mars3142 wrote:
I use CLion for the development of my game and today I received XCode 10. I use macOS Mojave Beta (18A384a) and everything compiles fine. But the screen is black (desktop build). I tested it with a new created project and see the same behavior. If I switch back to Xcode 9 everything works fine.
The same effect is directly in the XCode build, so I hope it’s not a cmake/CLion problem in the first place.
Has someone the same issue or should I wait for the Golden Master of Mojava arrives? iOS is working fine with Xcode 10. ![:frowning: :frowning:]()
Edit: I use the latest github sources.
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September 18, 2018, 4:50 am
@hexerror wrote:
Cocos2d-x v3.17, after migrate to xcode 10 received compile warning: “Traditional headermap style is no longer supported; please migrate to using separate headermaps and set ‘ALWAYS_SEARCH_USER_PATHS’ to NO. (in target ‘libcocos2d iOS’)”
Attempt to just set ALWAYS_SEARCH_USER_PATHS to NO in cocos2d_libs.xcodeproj leads to massive errors (some cocos source code files cannot be found). Should i just ignore warning (at least for now, but ALWAYS_SEARCH_USER_PATHS option is deprecated already ), or is there another solution?
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September 18, 2018, 5:09 am
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