![]() I don’t use dragon bones, disabled dragon bones in feature cropping. (/Applications/CocosCreator/Creator/3.6.0/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/bindings/jswrapper/v8/Object.cpp, 678): Invoking function failed, TypeError: Cannot read property ‘getInstance’ of undefinedĪt jsb-adapter/engine-adapter.js:1523:51 // const armaSystem = cc.() Īt Director.emit (src/cocos-js/cc.js:14079:25)Īt Director.tick (src/cocos-js/cc.js:39694:24)Īt Game._updateCallback (src/cocos-js/cc.js:40192:28) ![]() : Android Emulator (API 33 Google Play, arm64, Android Studio 2021.2.1 Patch1, MacbookPro 14 (M1Pro)) IOS Build Options : Debug, Source Maps, Job System/TBB Please see Auto Atlas Asset for detailed usage.Feature Cropping : Graphics Backend, WebGL/2.0, Running Stats, Audio, Web View, Tween, Basic Animation, 3D Particle System, Basic 2D Features, User Interface, Box2D Based 2D Physics System, Spine AnimationĪndroid Build Options : Debug, Source Maps Job System/TBB, Enable Swappy, Render BackEnd/VULKAN/GLES2,3, Target API Level 32, armeavi-v7a, arm64-v8a, Creator provides the Auto Atlas Asset to seamlessly merges separated images of a production stage into an atlas when it is released, and automatically updates the resource index. Altas asset contains plist & png is supported by Cocos Creator. The tools will combine many images into a large image and create an index file (such as plist ). In order to optimize performance and save the package, you need to merge the separated images into a atlas. Atlas also named Sprite Sheet, its a common asset in game developing. ![]() In the project prototype stage or early production, art content and structure changes will be more frequent, we usually use the separated images to build the scene and make UI. There will be many SpriteFrame sub-assets, each one can be used separately. When Atlas asset imported, here is also a triangle icon beside the Atlas asset. In the Texture document, we introduced the relationship between Texture & SpriteFrame. If you don't have any special needs, you can generate atlas by using the Auto Atlas.ĭrag plist & png files into Assets Panel at the same time. ![]() Zwoptex does not support the latest version of macOS currently.Then you will get plist & png with the same name: Please select plist files for cocos2d-x when export atlas by the tool. Then you can generate Atlas by special tools. You should prepare the original images for generating Atlas: Here is a video from CodeAndWeb, it will show you What is a Sprite Sheet. When many Sprites using SpriteFrame from one Atlas asset, they can be rendered in one render command. Select the node in Hierarchy panel where you need to apply the animation graph, and then click Add Component -> Animation -> Animation Controller below in.So this will reduce the size & memory of the game. And many optimization algorithm will be used. In the combine process, blank spaces of images will be removed.The tools will combine many images into a large image and create an index file (such as plist). Resource management considerations - meta filesĪtlas also named Sprite Sheet, it's a common asset in game developing. V2.4 Custom Project Build Process Upgrade GuideĪ short tutorial to install python on MacOS
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