@farproc wrote:
I am experimenting with the Javascript support in Cocod2d-x 3.9 - when used via Cocos Studio 2
What is the "preferred" / default IDE for Javascript projects now? The Cocos Code IDE is no longer available for download, The cocos2d-x.org articles all deal setting up a cocos2d-js project using 'cocos new js' and recommend 'WebStorm' as the IDE. Exporting to Xcode allows no debugging, so I have to swap back to Cocos Studio to execute in the Cocos Simulator.
I can load 3d models as .c3t files in the XCode project, but there are error messages indicating that there are no registered loaders for .c3t or .c3b files when using the Cocos Simulator or running in a browser.
At least for the XCode build, If I add a sprite 3D with an attached Animation3D to a scene, and just load the scene - how do I get the Animation3D? When loading Sprite3Ds standalone, one simply loads the Sprite3D in one call, and the Animation3D on the next. But if I get a Sprite3D by getting it, by name, from its parent, I don't know how to find out its file name, or retrieve its animation / timeline / animation3d.
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