Basically I'm trying to get the desktop rendering plugin to work ( http://docs.unity3d.com/Documentation/Manual/NativePluginInterface.html ).
Here is what I did:
Downloaded the example project ( http://docs.unity3d.com/Documentation/Images/manual/RenderingPluginExample42.zip ). The bundle is already compiled and is located in the Assets/Plugins folder. This works fine when running Unity.
Opened the XCode project in XCode 5.
In the file "RenderingPlugin.cpp" change #include <OpenGL/OpenGL.h> to #include <OpenGL/gl.h>
Update XCode project settings:
Build the new bundle in XCode and copy the new bundle to the Assets/Plugins (replace existing bundle).
Restart Unity and try to run the demo again. Now Unity gives the following error:
DllNotFoundException: /Users/mono/Downloads/RenderingPluginExample42-1/UnityProject/Assets/Plugins/RenderingPlugin.bundle/Contents/MacOS/RenderingPlugin
Some observations: The new bundle file (17kb) is much smaller than the old bundle file (29kb).
I found the problem. Unity is i386, so you simply need to change the architecture to i386 (Universal does not work for some reason). I have described the process in full details here:
http://blog.nobel-joergensen.com/2013/10/21/creating-a-desktop-plugin-for-unity-4-using-xcode-5/
Related
I'm trying to build my first Unreal C++ project on Linux.
I built the engine from source in accordance with "Linux Quick Start" guide. Then I installed Qt Creator and followed the "How to Set up Qt Creator for UE4" guide.
I successfully set up and ran UE4Editor, and created a new C++ project. Unfortunately when I try running the project it complains:
And when I press "yes" this error message is shown:
Here's the error message from the logs:
ERROR: Building would modify the following engine files:
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Android/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/2D/Paper2D/Binaries/Linux/UE4Editor.modules
/media/redacted-disk/UnrealEngine/Engine/Plugins/AI/AISupport/Binaries/Linux/UE4Editor.modules
... many more
I tried rebuilding UE4 from IDE, then building again - but the error still persists. Same thing happens if I try starting UE4Editor from the engine files and opening the project from there.
What could cause this error? Why does it even try to rebuild the engine when I'm tring run a project?
I have the following script to add the paths to the engine scripts and binaries to my PATH:
UNREAL_HOME="/path/to/source/of/UnrealEngine"
UNREAL_SCRIPTS="${UNREAL_HOME}/Engine/Build/BatchFiles"
UNREAL_SCRIPTS_LINUX="${UNREAL_HOME}/Engine/Build/BatchFiles/Linux"
UNREAL_BINS="${UNREAL_HOME}/Engine/Binaries/Linux"
PATH="${PATH}:${UNREAL_BINS}:${UNREAL_SCRIPTS}:${UNREAL_SCRIPTS_LINUX}"
export PATH
Then I run UE4Editor '/absolute/path/to/project.uproject' from within the directory of my project.
I never create a project inside the source tree of the engine. Paths should absolutely be different.
I use VS-Code as the IDE. This is what works best from my experience. QT-Creator will work only if you create an include files with lots of #define that are missing from the .pro files created by unreal.
You can configure VS-Code to have an intelli-sense like completion by installing the C# and C/C++ extensions. I had to install mono in order to get OmniSharp working (this is the server than handles the autocompletion for VS-Code). Here is an extract of my VS-Code settings.json file:
"omnisharp.path": "/home/myuser/.vscode/extensions/ms-dotnettools.csharp-1.23.9/.omnisharp/1.37.6/omnisharp/OmniSharp.exe",
"omnisharp.monoPath": "/usr/bin/mono",
You can also install the C++ Helper extensions which is usefull for creating methods, classes, and so on.
In the directory of your project run 'make YOURPROJECTNAMEEditor', then you can run 'open YOURPROJECTNAME.uproject' and it should open.
My project is developed in cocos creator v1.8.2 and it is also working on v2.1.0. and it is running on
Android, iPhone and web. Now I want to make a build for Desktop(windows build), I have install vs2017, python2.7.10, ndkr19c and ant etc, on my windows 10 Pc. when I making a Debug/Release Build its complete success and make .exe file, and when I run that exe file its give error like
lastly I make test project and make a build from cocos creator, and run that project on vs2017 its give same error see image
]3
Hello I have find the solution for this
Step1-> First check your environment is all set correctly or not for that you can visit here
and must follow all step and version.
Step2-> After all configuration make demo project and make a build for Windows in cocos creator, the open vs2017 as administrator and load project and build that project. If you have have done everything ok then your project will run. if not then reinstall vs2017.and make sure everything is installed like this
Step3-> If you get dll error like msvcr100,msvcr110,msvcr120 etc then downlode this dll files from internet for 32 bit and 64 bit and put this files in C://windows>system32 and C://windows>SysWOW64, and restart your computer.
I want create a custom plugin for Unreal Engine 4.
I have downloaded Unreal Engine 4.13 source code and I have followed this guide with success:
https://wiki.unrealengine.com/Custom_input_device_plugin_guide
I have compiled UE4 editor and running it I can see my plugin works fine.
Now I want to share my plugin with other people so I have copied my plugin folder (with all binaries) on the plugin folder (Engine\Plugins\Developer) on another PC where Unreal Engine 4.13 was installed using Epics Game launcher (so in this PC I don't have the source code of Unreal Engine but the release version installed on C:\Program Files x86....."
The problem is that when I launch some project I see the error message:
"MyPlugin.dll missing or build with a different engine version" and suggest me to build. I choose ok and clicking on "show log" I can read "Target is up to date". Then this window shutdown and I receive the error message that ask me to rebuild my plugin manually.
What's wrong?
Thanks in advance for any suggestion!
Can you try to put the plugin in your game project and let it compile?
I downloadd a plugin without Binaries, and got the same problem if I put it in Engine/Plugins, but it compiles fine in MyGameProject/Plugins.
I have downloaded the cocos2d-x 3.6 yesterday. And I do follow the steps in this tutorial page: http://cocos2d-x.org/wiki/How_to_Start_A_New_Cocos2D-X_Game.
I build and run my new project in Xcode successfully. But I notice that there is no "libcocos2d ios.a" library existed when I click my project setting. I try to search the answer from internet, but it seems doesn't have correct one.
One more thing, if I clean the whole project and rebuild it. It will compiling 621 source files to come out(I think it's cocos2d source files), it takes too long time! I don't want to wait so long every time when I clean and rebuild project. Is there a way to make it don't rebuild cocos2d-x source files every time?
the screenshot:
--------------- environment ---------------
Xcode 6.3.2
Mac OS 10.10.3
cocos2d-x 3.6
I find a possible solution here:
http://mcspot.com/build-cocos2d-x-static-library-on-ios/
After trying, the Xcode project failed to link those two generated "libcocos2d ios.a" files(one for arm7, the other for arm64). I still don't know why this happened. I am building project for iPhone 6(arm64), why it says require i386 architecture.
here is the error (build for iPhone 6 simulator):
I cloned cocosmotion repository from github, but I can't get it to work. I am almost totally new to mac os, xcode and iOS development, so there can be things that I am missing right now).
I have XCode 4.5 installed, downloaded cocos2d and installed it's template so that now I can create cocos2d projects from templates. Also I bought RubyMotion and RubyMine with it;s support, but demo project from github does not compile with the following error:
/Users/DarkDeny/.rvm/rubies/ruby-1.9.3-p327/bin/ruby -e $stdout.sync=true;$stderr.sync=true;load($0=ARGV.shift) /Users/DarkDeny/.rvm/gems/ruby-1.9.3-p327/bin/rake simulator
Build ./build/iPhoneSimulator-6.0-Development
Build vendor/cocos2d-iphone
ERROR! Building vendor project vendor/cocos2d-iphone' failed to create at least one.a' library.
Process finished with exit code 1
I tried to compare cocos2d which I downloaded by myself from it's site, found that resources are missing, after adding them to cocos2d folder structure. I got XCode compiling cocos2d within cocosmotion-master folder to compile successfully, but rubymotion project still reports the same error from above.
What am I missing? What could be the root cause of the problem?
It is better to start from scratch and use cocoapods with RubyMotion. This will definitely work as I was able to check. cocosmotion repo from github is deprecated since there is a pod of cocos2d from its' creators.