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Implement AdMod IDs in sdkbox admob

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@REESIXTEEN wrote:

Hello everyone
I have implemented admob in my game and all was working fine, but when I try to add the Google Admob IDs (that admob provides to you when you create an ad) the ads that i have in my game don’t show anymore.
I have added the IDs in the file …\build\jsb-link\res\sdkbox_config.json (in the field ‘appid’ and in the fields ‘id’ from the different ads) and in the AndroidManifest.xml of my app, then I have built and compiled again. I have tried to reimport the admob plugin but that didn´t work neither.
This is my sdkbox_config.json:


This is my AndroidManifest.xml:

This is the error:

thanks :grinning:

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cocos in cmd doesn't do anything

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@SimonArchNox wrote:

Hey All :smiley_cat:
I’ve installed the new cocos version a few days ago: 3.17.2
Managed to successfully compile in visual studio and create new projects.
I have a bat file that creates new projects and when I used it today it actually didn’t do anything… furthermore I don’t see any response in cmd when typing cocos (neither an error).
I’ve run setup.py again and restarted my laptop but still the same thing… what could be the issue here?

Here’s the bat file:
SET projName=projectYYY
REM for example com.MyCompany.AwesomeGame
SET projBundle=com.hello.projectYYY
SET projPath=D:\Projects\
cd D:\Cocos2dx\cocos2d-x-3.17.2\tools\cocos2d-console\bin
cocos new %projName% -p %projBundle% -l cpp -d %projPath%
PAUSE

Also here’s a pic of my environment variables, seems everything is there:
1

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Lua - crypt string constant of bytecode

AudioEngine::getVolume-->The audio instance 0 is non-existent

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@digimikeh wrote:

Hi!.
I’m currently using Lubuntu 19, installed everything and all is ok thanks to Slack help, The HelloWorld from Cocos2dx worked fine, no warnings, no errors, sample was showed on screen, that’s good…

Now, i have translated all my code made in Windows into Linux… then tried to run and there is an error:

/usr/bin/ld: ../../cocos2d/external/linux-specific/fmod/prebuilt/64-bit/libfmod.so: .dynsym local symbol at index 2 (>= sh_info of 2)

but this error does not stopped the execution so i put to continue, and game showed up… with no sound.

the Application Output says:

AudioEngine::getVolume-->The audio instance 0 is non-existent

What could it be?
Thanks.

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Can i change viewport of camera without creating fbo?

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@lmartinignacio wrote:

Hello folks. I 'd found this code on CCCamera.cpp

void Camera::applyViewport()
{
    glGetIntegerv(GL_VIEWPORT, _oldViewport);

    if(nullptr == _fbo)
    {
        glViewport(getDefaultViewport()._left, getDefaultViewport()._bottom, getDefaultViewport()._width, getDefaultViewport()._height);
    }
    else
    {
        glViewport(_viewport._left * _fbo->getWidth(), _viewport._bottom * _fbo->getHeight(),
                   _viewport._width * _fbo->getWidth(), _viewport._height * _fbo->getHeight());
    }
}

And because that frame buffer is always nullptr it never uses the viewport i 'd set.

I only want to create 2 cameras to follow 2 players and set viewports like dividing the screen.

Do i really need that fbo? how do i create it?

Any help will be appreciated.

thanks!

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Pull request didn't pass ci

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@DEAGS3000 wrote:

It’s my first time to contribute to cocos2d-x, I’ve submitted a pull request, it didn’t pass the ci. The test fails on some error of lua library, but I didn’t modified any code of it, the diff proved that.
By the way, my own test case runs, but some of them are not since I cloned the repo.

Is there sth I need to do?

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SDKBOX Facebook setup link broken Part 2

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@vkreal2 wrote:

Hi @yinjimmy and @slackmoehrle we got super busy before implementing FB. Now back and the link is broken. Can you please restore it? Sorry, we didn’t know we had a time limit. Thanks!

plz follow http://docs.sdkbox.com/en/plugins/facebook/v3-cpp/#setup-android to setup.

the http://blog.cocos2d-x.org/2016/07/setting-up-facebook-app-for-sdkbox-services/ moved to https://test-www.cocos.com/2462?language=en

sorry for the wrong answer.

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Integrate Cocos Creator project to Cocos2dx C++ project

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@sonlehong wrote:

Hi,
Currently, I have a big project (game A) which was developed by Cocos2dx C++ for Android and iOS, I have another small project (mini-game B) which was developed by Cocos Creator. I want to integrate mini-game B into game A. But I cannot figure out a possible way to do it.
I tried with this article https://docs.cocos2d-x.org/cocos2d-x/v3/en/editors_and_tools/creator_to_cocos2dx.html, but it seems just exporting UI part (like Cocos Studio we had before), not including scripts to execute events such as button click, update, …
I’m thinking about using js bindings to call js output files that were built by Cocos Creator. It familiars with js bindings of cocos2dx JS. But I don’t know how to do it. The js output files of Cocos Creator are so different from those ones of the cocos2dx JS project, so I cannot use the bindings code of Cocos2dx to call that js output files of Cocos Creator. I did research all this day to find the right way to do it but no luck.
I’m using Cocos2dx version 3.17 and Cocos Creator version 2.2.0.
Can you give me some advice? Any advice would be appreciated. Thank you!

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How to reduce draw calls.

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@rajatk001 wrote:

Hi everyone,

I am trying to optimize a game lobby. And I am using Cocos Creator version 2.0.9.

The lobby uses 3 sprite-sheet, despite of that i am getting 37 draw calls.

And when I am enabling the Labels, draw call jumped to 94. The labels are used with caching mode (Bit Map and Char) and the total fonts used on the game lobby are 5.

So i want to know how can i reduce draw calls.

Thanks

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Font Migration Bug (2.2.0) (FIXED)

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@alpenhornblazer wrote:

When migrating a 2.x projcet to 2.2.0 Cocos Creator overwrote all my embedded RichText components,
the issue seems to be, that now per default “use system font” is set via system, even if you have the correct bitmap font in your projext.

I fixed it by manually unchecking all “use system font” checkboxes.

It can be a real pain especially in agame that has potetntial hundreds of richtextcompoennts over dozens of scens.

In my case it was not so bad because all my richtextnodes had the same name, so every scene was easily filtered.

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childs of layer inherits camera mask?

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@lmartinignacio wrote:

Does childs of layer inherits the camera mask that i set on layer?

is there an order to do it?

m_layer = Layer::create();
auto camera = Camera::createPerspective(60, (GLfloat)s.width / s.height, 1, 1000);
camera->setCameraFlag(CameraFlag::USER3);
m_layer->addChild(camera);
m_layer->setCameraMask(static_cast<int>(CameraFlag::USER3));
addChild(m_layer);

auto spr = Sprite::create("someSpriteName");
m_layer->addChild(spr);

what camera mask should be on spr?

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Cocos Creator v2.1.4 released!

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@slackmoehrle wrote:

Cocos Creator v2.1.4 is released!

Cocos Creator v2.1.4 adds support for Alipay games.

Support for Alipay games

Cocos Creator officially supports releasing to the new Alipay platform. Since Cocos Creator smoothes the transition between platforms for developers, it’s easy for developers to publish to Alipay games. For detailed steps refer to Publish to Alipay. Alipay is currently being opened and is a prime target for future opportunities.

Other changes (relative to 2.1.3)

  • Fixing a disabled Label node may cause Prefab to fail to roll back in the editor [#5460]
  • Fixed UA information recognition issue in Safari browser after iPad update to iPadOS 13.1.1+
    (thanks to krapnikkk)[#5636]

Version Updates

Cocos Creator v2.2.1 is coming soon. please view the Welcome Experience topic. This version will integrate Alipay games.


v2.1.4(Windows | Mac

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sdkbox IAP : detecting refunded item

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@rbpolaris wrote:

I am using sdkbox IAP 2.4.3.3 with an android app. I can successfully purchase items through the play store, etc. My problem comes in when I purchase a non-consumable item (remove Ads), and then the user requests a refund from the play store. Is there any way to detect this state with sdkbox::IAP? Restore still shows it as owned. I can see very clearly on the google developer console purchase history that it was refunded. Any attempts are rebuying with IAP gets error code 7 as well (already owned)…

I considered directly using the google billing library in the AppActiviy.java to query the purchase State, but the billing library in the apk is from IAP and is old (1.0). I haven’t found the right set of code to get it working alongside IAP…

Any help is appreciated. Thanks!

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Cocos product outline

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@slackmoehrle wrote:

Hello Everyone,

I thought it best to explain the state of Cocos products, as it seems a number of similar questions have arisen lately.

Cocos2d-x: v3 continues to receive bug fixes and important updates. v3.18 is planned in the future. v4 will bring Metal support with some other bug squashing. Going forward v4 will most likely be the main branch, replacing v3. Time will help is decide this. There is no visual editor for Cocos2d-x.

Cocos2d-js: is starting to reach EOL. Cocos Creator is the replacement. If you are considering starting a new Javascript project, please use the latest Cocos Creator.

Cocos2d-lua: is stable and fast.

Cocos Creator: is a unified game development environment. Creator provides scene editing, animations, everything you expect from a modern development tool. Cocos Creator does NOT use the same javascript api as cocos2d-js. Cocos Creator supports game creation in Javascript or Typescript. Currently v2.2 is the latest edge release, while v2.1.x is the latest LT release. Cocos Creator is really efficient at allowing developers to deploy to multiple platforms including mobile, desktop, web and mini-games.

Cocos2d-x-lite: is a derivation of Cocos2d-x that provides a runtime environment for Cocos Creator. It is not possible to use Cocos2d-x-lite for game creation.

creator_to_cocos2d-x: is an EOL’d Cocos Creator plugin for exporting the UI of Scenes to c++ source files. This plugin currently only works with Cocos Creator v1.9.3.

Cocos Studio: an EOL’d GUI editor for Cocos2d-x. It is NOT open source and there are no plans to do this for the foreseeable future.

Cocos IDE - an EOL’d IDE environment.

Cocos GUI: an EOL’d project management tool that let you manage Cocos projects.

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Cocos 2d-x: Present and Future

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@FelixFox wrote:

Dear all,

I’m quite new to cocos 2d-x, and probably I should have know better before starting this topic, but I love cocos 2d-x (it is C++ and cross-platform - what is not to like) and simultaneously have strong concerns regarding the present stage and future development of this platform.

I would really like to ear from experienced users.

The Present

  1. The learning curve is really, really hard;
    Most of the learning resources you reference in the manual and in README.md are outdated by aprox. 5 years: broken links, exemples made in old cocos versions that don’t run anymore, references to Cocos Studio (deprecated),…
    Please make it easier for new programmers to come and join the platform.
    updatedTutorials -> easierLearningCurve -> moreCocos2dxUsers -> moreContributors;
  1. It is hard to update a cocos 2d-x project;
    Apple seems to be deprecating everything ( OpenGl, UIWebViews,…) and it is very hard to keep existing projects made in older cocos 2d-x versions. Though the topic is widely discussed in the forum, there seems to be no consensus and I would like to ask for an official guideline.

  2. What is happening behind the scenes?
    How many developers are actively working on cocos2d-x development?
    …well, according to GitHub many, but consistently, only two: @minggo and @coulsonwang, which BTY, I would like to acknowledge (as well as @slackmoehrle, for being the forum super-glue). Who is supporting this team?

The Future

  1. The broken links and outdated resources (e.g. https://github.com/cocos2d/cocos2d-x/blob/v3/README.md) make look like the platform is being abandoned … is that so?

  2. Is the development of a supporting library in the future plans (e.g. implement pinch to zoom, scroll view, etc…) ?

  3. I’ve noticed you have abandoned Trello and now rely on Github Milestones. What about the long term plans?

  4. What are the plans for AppleTV and AndroidTV?

Please do excuse me for this rather long post.
Feedback is welcome.

Cheers,

Felix

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java.lang.NoClassDefFoundError in PluginSdkboxAds

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@vkreal2 wrote:

Hi @yinjimmy we are getting error below trying to integrate PluginSdkboxAds. Can you please help us out? Thanks!

2019-11-11 20:28:17.818 24776-24804/? I/SDKBOX_CORE: Initialization request for plugin: 'com/sdkbox/plugin/PluginSdkboxAds'
2019-11-11 20:28:17.826 24776-24804/? I/SdkboxAds: Initialization request for AdUnit: 'AdMob'
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame: Rejecting re-init on previously-failed class java.lang.Class<com.sdkbox.plugin.PluginAdMob$3>: java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/ads/rewarded/RewardedAdCallback;
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.AdMobUnit.<init>(android.content.Context) (AdMobUnit.java:24)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance0(java.lang.Object[]) (Constructor.java:-2)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance(java.lang.Object[]) (Constructor.java:343)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at com.sdkbox.reflect.AdUnit com.sdkbox.plugin.PluginSdkboxAds.getClassByName(java.lang.String) (PluginSdkboxAds.java:207)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.addProvider(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:222)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnit(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:186)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnits(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:146)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.initialize(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:78)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(int, int) (Cocos2dxRenderer.java:-2)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.onSurfaceCreated(javax.microedition.khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig) (Cocos2dxRenderer.java:74)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.guardedRun() (GLSurfaceView.java:1539)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.run() (GLSurfaceView.java:1270)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame: Caused by: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.ads.rewarded.RewardedAdCallback" on path: DexPathList[[zip file "/data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/base.apk"],nativeLibraryDirectories=[/data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/lib/arm, /data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/base.apk!/lib/armeabi-v7a, /system/lib, /vendor/lib]]
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Class dalvik.system.BaseDexClassLoader.findClass(java.lang.String) (BaseDexClassLoader.java:134)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String, boolean) (ClassLoader.java:379)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String) (ClassLoader.java:312)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.AdMobUnit.<init>(android.content.Context) (AdMobUnit.java:24)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance0(java.lang.Object[]) (Constructor.java:-2)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance(java.lang.Object[]) (Constructor.java:343)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at com.sdkbox.reflect.AdUnit com.sdkbox.plugin.PluginSdkboxAds.getClassByName(java.lang.String) (PluginSdkboxAds.java:207)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.addProvider(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:222)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnit(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:186)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnits(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:146)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.initialize(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:78)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(int, int) (Cocos2dxRenderer.java:-2)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.onSurfaceCreated(javax.microedition.khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig) (Cocos2dxRenderer.java:74)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.guardedRun() (GLSurfaceView.java:1539)
2019-11-11 20:28:17.837 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.run() (GLSurfaceView.java:1270)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame: Rejecting re-init on previously-failed class java.lang.Class<com.sdkbox.plugin.PluginAdMob$3>: java.lang.NoClassDefFoundError: Failed resolution of: Lcom/google/android/gms/ads/rewarded/RewardedAdCallback;
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.AdMobUnit.<init>(android.content.Context) (AdMobUnit.java:24)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance0(java.lang.Object[]) (Constructor.java:-2)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance(java.lang.Object[]) (Constructor.java:343)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at com.sdkbox.reflect.AdUnit com.sdkbox.plugin.PluginSdkboxAds.getClassByName(java.lang.String) (PluginSdkboxAds.java:207)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.addProvider(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:222)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnit(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:186)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnits(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:146)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.initialize(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:78)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(int, int) (Cocos2dxRenderer.java:-2)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.onSurfaceCreated(javax.microedition.khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig) (Cocos2dxRenderer.java:74)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.guardedRun() (GLSurfaceView.java:1539)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.run() (GLSurfaceView.java:1270)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame: Caused by: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.ads.rewarded.RewardedAdCallback" on path: DexPathList[[zip file "/data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/base.apk"],nativeLibraryDirectories=[/data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/lib/arm, /data/app/com.MyGame.MyGamed-dvQOT1SJaNGqmQFTd6z5NQ==/base.apk!/lib/armeabi-v7a, /system/lib, /vendor/lib]]
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Class dalvik.system.BaseDexClassLoader.findClass(java.lang.String) (BaseDexClassLoader.java:134)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String, boolean) (ClassLoader.java:379)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String) (ClassLoader.java:312)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.AdMobUnit.<init>(android.content.Context) (AdMobUnit.java:24)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance0(java.lang.Object[]) (Constructor.java:-2)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at java.lang.Object java.lang.reflect.Constructor.newInstance(java.lang.Object[]) (Constructor.java:343)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at com.sdkbox.reflect.AdUnit com.sdkbox.plugin.PluginSdkboxAds.getClassByName(java.lang.String) (PluginSdkboxAds.java:207)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.addProvider(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:222)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnit(java.lang.String, com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:186)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.createAdUnits(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:146)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void com.sdkbox.plugin.PluginSdkboxAds.initialize(com.sdkbox.plugin.JSON) (PluginSdkboxAds.java:78)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.nativeInit(int, int) (Cocos2dxRenderer.java:-2)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void org.cocos2dx.lib.Cocos2dxRenderer.onSurfaceCreated(javax.microedition.khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig) (Cocos2dxRenderer.java:74)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.guardedRun() (GLSurfaceView.java:1539)
2019-11-11 20:28:17.838 24776-24804/? I/.MyGame:     at void android.opengl.GLSurfaceView$GLThread.run() (GLSurfaceView.java:1270)

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Configuring Cocos Creator to use proxy with authentication

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@misun wrote:

Hi, I’m working on environment which force me to use proxy with authentication.
How to setup Cocos Creator to use proxy server with authentication?
In the Setting Window I can only see the HTTP Proxy Server textbox but no place to fill the username and password for the proxy auth.

I’m not able to do some tasks like sign in or launching the SDKBox and the Extension Store which I think may be occurred because of proxy related issue.

When I’m trying to click the Cocos Account Center on the Service panel it gives me this warning:
Cocos Service — There is no jump URL information, please check your network!

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CocosDenshionTest Volume not working on Win32

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@lmartinignacio wrote:

Hey there i found out CocosDenshion Test from cpp-tests volume does not work. I only tested on Win32.

Should i report this on github?

I also tried the experimental::AudioEngine and the volume does not work.

experimental::AudioEngine::play2d(path, true, 0.1f);

volume still at max.

thanks in advance.

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AGXGLDriver crash

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@sayem_musk wrote:

From Crashlytics i am getting this kind of crashes

  • gldUpdateDispatch

its only happening in ios. There is no problem for android

i could not figure out what casing this crashes

From Crashlytics i got this suggestion

Based on the stack trace displayed here, it looks like new calls triggering OpenGL rendering took place while the app was transitioning to, or from, a background state. If you set up OpenGL drawing in your app delegate's methods, make sure that you only did so in applicationDidBecomeActive:, never in application:willFinishLaunchingWithOptions: or application:didFinishLaunchingWithOptions:. According to some reports, even displaying an FPS indicator for SpriteKit could cause rendering to occur before it is allowed.

But current cocos2dx system how this is possible?

Please Help me

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