cocos creator 工程 在 mac/windows 系统 可以通用吗?

如题。我在windows系统上建立啦一个工程,拷贝到mac系统,build 出错。

是不是你没有配置mac的打包配置?

我不是打包,我就是用下 cocos creator to cocos2d-x,点击 ctrol+s,(这个应该是build)吧,
Please init first!
internal/child_process.js:319 Uncaught Error: spawn EACCES
at exports._errnoException (util.js:1050:11)
at ChildProcess.spawn (internal/child_process.js:319:11)
at exports.spawn (child_process.js:390:9)
at Function.runcommand (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/Utils.js:29:20)
at /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:58:19
at Array.forEach (native)
at BuildWorker._compileJsonToBinary (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:53:19)
at BuildWorker. (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:32:18)
at /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/Utils.js:92:13
at CallbacksRegistry.apply (/Applications/CocosCreator.app/Contents/Resources/electron.asar/common/api/callbacks-registry.js:48:25)

难道在windows系统上建立的工程,拷贝到mac系统,重新打开工程,需要重新设置mac系统?哪里可以设置?

日志能看到插件导出的时候出错了,先把保存场景自动导出的选项关掉,构建能否成功。成功的话,再检查插件的问题

去掉自动构建 还是不行。
Uncaught Error: spawn EACCES
at exports._errnoException (util.js:1050:11)
at ChildProcess.spawn (internal/child_process.js:319:11)
at exports.spawn (child_process.js:390:9)
at Function.runcommand (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/Utils.js:29:20)
at /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:58:19
at Array.forEach (native)
at BuildWorker._compileJsonToBinary (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:53:19)
at BuildWorker. (/Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/BuildWorker.js:32:18)
at /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core/Utils.js:92:13
at CallbacksRegistry.apply (/Applications/CocosCreator.app/Contents/Resources/electron.asar/common/api/callbacks-registry.js:48:25)
exports._errnoException @ util.js:1050
ChildProcess.spawn @ internal/child_process.js:319
exports.spawn @ child_process.js:390
runcommand @ /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core…:29
(anonymous) @ /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core…:58
_compileJsonToBinary @ /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core…:53
(anonymous) @ /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core…:32
(anonymous) @ /Users/stonericky/Documents/RICKY/Creator-GroundBattle-Windows/packages/creator-luacpp-support/core…:92
apply @ /Applications/CocosCreator.app/Contents/Resources/electron.asar/common/api/callbacks-registry.js:48
(anonymous) @ /Applications/CocosCreator.app/Contents/Resources/electron.asar/renderer/api/remote.js:299
emitThree @ events.js:116
emit @ events.js:197

插件是V0.3

升级到0.4 好啦

顺便多问一个问题,请问如何实列化一个prefab在 cocos2d-x ?谢谢

prefab 被视为正常节点导出了,并没有提供单独导出 prefab,在 cocos2d-x 中可多次实例化的方法

以管理员身份运行cocos creator