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Hi guys,
Please let me know if we missed something in your tutorial/guide for creating an Axmol project. Thank you, |
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@asnagni That is from a project using Axmol (iOS arm64 target Xcode project). Also, 3rd party frameworks, libraries and embedded content should be added via |
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I can see the problem too when using the following to create a project for the simulator:
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Hi,
1) We just created an iOS project targeting the device (am64) and the General tab is present. Thus we can confirm that this issue is just happening for the simulator projects.
2) Thank you for the advice concerning the 3d party Framworks, Libraries, an Embedded Content, we do appreciate.
Do you have any plan in the near future to fix the issue for simulator project?
Thank you,
Stay safe
… On Aug 27, 2023, at 6:58 AM, RH ***@***.***> wrote:
@asnagni <https://github.com/asnagni> Does it also happen when you create a iOS real device project? Just to confirm, is it this "General" tab that you are referring to:
<https://user-images.githubusercontent.com/8603230/263523881-5267a656-00c5-40ec-b802-61ecf91ed505.png>
That is from a project using Axmol (iOS arm64 target Xcode project).
Also, 3rd party frameworks, libraries and embedded content should be added via CMakeLists.txt, for your own sanity, because every time you add new files or content to your project that requires a re-run of cmake, it will re-create the Xcode project. This means anything you added via the Xcode IDE will disappear.
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That's a question for @halx99 |
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Ah ok I see.
@halx99 <https://github.com/halx99> is there any plan in the near future to fix this issue.
Thank you,
Stay safe
… On Aug 27, 2023, at 7:22 AM, RH ***@***.***> wrote:
@halx99 <https://github.com/halx99>
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it's caused by explicit set |
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Hi @halx99 <https://github.com/halx99>,
If you check on cocos2d-x projects. The Simulators and the Devices have the General tab. You can use that Genral tab to configure both of them. I’m not sure why it is missing with Axmol? Do you have a way to activate it?
Thank you.
… On Aug 27, 2023, at 11:27 AM, Deal ***@***.***> wrote:
Closed #1310 <#1310> as completed via 86a2062 <86a2062>.
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yes, the commit 86a2062 remove sysroot, but break ci, and I can build for simulator by xcode |
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Can you please reopen this issue?
Thank you
… On Aug 27, 2023, at 11:27 AM, Deal ***@***.***> wrote:
Closed #1310 <#1310> as completed via 86a2062 <86a2062>.
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As rh101, said, since axmol is a fully cmake based, any configuration and thirdparty or embed content should write cmake, so fix simulator issue is pointless |
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The issue is not to be able to build is to have it back
… On Aug 27, 2023, at 12:01 PM, Deal ***@***.***> wrote:
yes, the commit 86a2062 <86a2062> remove sysroot, but break ci, and I can build for simulator by xcode
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I understand that. But I still believe that the issue is not resolved . I’m not arguing with you, I’m trying to make the system better. That’s all, and I do believe that it is confusing and a bit challenging to migrate.
Believe me we are working together here.
Thank you,
Stay safe
… On Aug 27, 2023, at 12:04 PM, Deal ***@***.***> wrote:
As rh101, said, since axmol is a fully cmake based, any configuration and thirdparty or embed content should write cmake, so fix simulator issue is pointness
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I think that's xcode behavior, not axmol bug or cmake script bug. |
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Hum, are you sure? So why it is working with coco2d-x. I think we missed something and maybe we could spend a bit a time looking into this. What do you think?
Like I said we are still using cocos2d-x and we are trying to migrate to Axmol and we don’t see any of that with cocos2d-x project.
Thank you,
Stay safe
… On Aug 27, 2023, at 12:08 PM, Deal ***@***.***> wrote:
I think that's xcode behavior, not axmol bug or cmake script bug.
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maybe cocos2dx not set CMAKE_OSX_SYSROOT explicit |
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which cocos2dx version do you use? |
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Thank you for reopening it, I do appreciate.
… On Aug 27, 2023, at 12:14 PM, Deal ***@***.***> wrote:
Reopened #1310 <#1310>.
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We are using the versions 4.0 and 3.17.2+
I’m saying 3.17.2+ because they released unofficial fixes after the official 3.17.2
Thank you,
Stay safe
… On Aug 27, 2023, at 12:17 PM, Deal ***@***.***> wrote:
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I’m not sure you my project based on Coco2d-x . I’m not sure how you created that, but if you use the normal common that create a cpp project (iOS & Android) for you I have both:
Example:
cocos new MyGame -p com.example.mygame -l cpp -d ~/Documents/
Once it’s created just click on the Xcoded project. You don’t need any additional command.
Thank you,
Stay safe
… On Aug 27, 2023, at 9:39 PM, Deal ***@***.***> wrote:
<https://user-images.githubusercontent.com/6977319/263569397-65315e17-b4b0-4001-9b9d-67ce7c6c3218.png>
cocos2d-x also missing General tab for simulator, cmake gen command is (from cocos2d-x official github):'
cmake -B build_ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
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I use cmake https://github.com/cocos2d/cocos2d-x/tree/v4/cmake |
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At least, you needs use cmake to generate xcodeproj, right? and the command |
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Ok, I see what you are doing. It looks to me that they have an issue too. I’m not sure what is the issue here.
But don’t you think that it will make more sense from a design/architure point to have the Simulator and Device behave the same way?
Thank you,
Stay safe
… On Aug 27, 2023, at 9:51 PM, Deal ***@***.***> wrote:
I use cmake https://github.com/cocos2d/cocos2d-x/tree/v4/cmake
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It feels like there is be a bit of misunderstanding here. The only reason it is working in cocos2d-x is that it never set Commit 86a2062 allows the Xcode simulator project to be generated with the "General" tab, so it address the issue in your original post. The side effect of not setting This is not an issue specific to Axmol. |
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No that is not the way we did it and we did a long time ago now. So I don’t remember exactly. But I think you are right.
… On Aug 27, 2023, at 9:53 PM, Deal ***@***.***> wrote:
At least, you needs use cmake to generate xcodeproj, right? and the command cocos new MyGame -p com.example.mygame -l cpp -d ~/Documents/ not generate xcodeproj for you.
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Anyway we are moving actively to Axmol and fixing the issues that we are facing during the migration. I hope like in a week or so we will be over all of this 😊.
Thank you,
Stay safe
… On Aug 27, 2023, at 9:53 PM, Deal ***@***.***> wrote:
At least, you needs use cmake to generate xcodeproj, right? and the command cocos new MyGame -p com.example.mygame -l cpp -d ~/Documents/ not generate xcodeproj for you.
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I add parameter |
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@halx99 Never-mind! You answered my question just as I posted this. |
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Hi,
I show you the project that I have and it’s there but again it was done few years ago now so I’m not sure but I can dig into it if that can help.
But I still think that Axmol should aim to be better than coco2dx that is why we are migrating 😊.
Thank you,
Stay safe
… On Aug 27, 2023, at 10:00 PM, Deal ***@***.***> wrote:
Hum, are you sure? So why it is working with coco2d-x.
It feels like there is be a bit of misunderstanding here. The only reason it is working in cocos2d-x is that it never set CMAKE_OSX_SYSROOT, so while you can see the "General" tab, cocos2d-x doesn't seem to have CI builds enabled, so they would have never noticed that the CI build would be broken as a result of not setting CMAKE_OSX_SYSROOT.
Commit 86a2062 <86a2062> allows the Xcode simulator project to be generated with the "General" tab, so it address the issue in your original post. The side effect of not setting CMAKE_OSX_SYSROOT is that the CI builds broke.
This is not an issue specific to Axmol.
I add parameter -sdk iphonesimulator for ci: https://github.com/axmolengine/axmol/blob/dev/1k/build1k.ps1#L1082, should make ci works
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The commit 86a2062 cause critical issue(compiling error), so reverted: 36af496