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How one can construct cocos2dx for iOS simulator with newest Xcode? – cocos2d-x


How one can construct cocos2dx for iOS simulator with newest Xcode?

At the moment CI builds for iOS are pink/failed
V3:

V4:

@slackmoehrle might you assist?

Form regards,
Chp


I’ll must ask @zhangxm

@R101 possibly you’ll be able to assist?

I haven’t tried to construct Cocos2d-x v4 for iOS (though I do use a fork of v4 that works with iOS). The one factor I can see in my root venture CMakeLists.txt file which will assist is that this:

set_target_properties(${APP_NAME} PROPERTIES
    XCODE_ATTRIBUTE_ARCHS[sdk=iphonesimulator*] x86_64
    XCODE_ATTRIBUTE_VALID_ARCHS[sdk=iphonesimulator*] x86_64
)    

Examine this file out to see if there are any settings which are lacking from Cocos2d-x v4: ios.mini.cmake

@R101 thanks to your reply. It fails on CompileStoryboard.
Any concepts on the right way to repair it?

Beneath command line and error:

CompileStoryboard /Customers/runner/work/cocos2d-x/cocos2d-x/checks/cpp-tests/proj.ios/LaunchScreen.storyboard (in goal 'cpp-tests' from venture 'Cocos2d-x')
    cd /Customers/runner/work/cocos2d-x/cocos2d-x
    /Purposes/Xcode_12.4.app/Contents/Developer/usr/bin/ibtool --errors --warnings --notices --module cpp_tests -DCMAKE_SKIP_PRECOMPILE_HEADERS --output-partial-info-plist /Customers/runner/work/cocos2d-x/cocos2d-x/b/engine/checks/cpp-tests/Cocos2d-x.construct/Launch-iphonesimulator/cpp-tests.construct/LaunchScreen-SBPartialInfo.plist --auto-activate-custom-fonts --target-device iphone --minimum-deployment-target 9.0 --output-format human-readable-text --compilation-directory /Customers/runner/work/cocos2d-x/cocos2d-x/b/engine/checks/cpp-tests/Cocos2d-x.construct/Launch-iphonesimulator/cpp-tests.construct /Customers/runner/work/cocos2d-x/cocos2d-x/checks/cpp-tests/proj.ios/LaunchScreen.storyboard
<?xml model="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist model="1.0">
<dict>
	<key>com.apple.ibtool.errors</key>
	<array>
		<dict>
			<key>description</key>
			<string>Unable to rename lessons, class title parsing failed.</string>
		</dict>
		<dict>
			<key>description</key>
			<string>Not sufficient arguments supplied; the place is the enter doc to function on?</string>
		</dict>
	</array>
</dict>
</plist>
Command CompileStoryboard failed with a nonzero exit code

No concept about that error, however as I discussed in my earlier publish, the iOS builds work in that Cocos2d-x fork I linked, so maybe evaluating the 2 might shed some mild on the difficulty.

@slackmoehrle any progress? Did you’ve got an opportunity to ask engineer staff?

I’ll verify on the standing, I do know the staff has been actually busy with upcoming releases.

I believe this isn’t match to the present matter, however I wish to find out about this drawback as a result of I actually need to implement this asap.

I’m gonna make a easy recreation in React Native and wish to use Cocos2d-x for animations and a few logic.
In a phrase, is there any approach to make use of Cocos2d-x in React Native?

Hope to assist me.
Thanks.

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