你的 Unity 是魔改过的吗?我这边的 Unity 跟你说的不一样。
修复了!!!!
unity里有这么两个功能:
1、在层级视图中选择一个游戏对象 (GameObject),然后将鼠标移到场景视图上并按 F 键,视图将移动,来以对象为中心(“框选”/“聚焦”)。
2、选中摄像机,然后自由移动视角调整scene里对象的视角到合适的位置、角度,然后按快捷键:cmd+shif+f,可使选中的摄像机位置按当前scene位置、角度呈现对象。
其中F键功能是有了,第2点应该是上面同学想要的功能
有没有修复ios 9.0版本截图白屏问题啊
新建的helloworld工程,除了使用压缩纹理没改任何东西了
终于有更新了,mark一下
谢谢反馈
beta.1 已经修复了,你可以测试看看!我没写出来是因为 2.0.10 也会修复这个问题,到时候不想写两遍,会很奇怪。
beta.1 已经修复了,请测试看看
修复了
如果纹理没有改变,是不会重新压缩的
是不是你的 3D Camera 没有把 UI group 剔除掉?
我一直是在 mac 上工作的哦,mac 上都是正常的呢。
另外 etc2 在各平台上都有各自的限制,所以现在只会有打包流程,要想使用 etc2 需要自行参考此 pr 来修改 : https://github.com/cocos-creator/cocos2d-x-lite/pull/1685
奇怪,我这边在mac上构建ios资源,pvr可以导出,etc2不可以……
用命令行打开编辑器来构建看看有没有什么输出吗?
Builder: do custom process [build-start]
[78853] Building /Users/777game/NewProject
[78853] Destination /Users/777game/NewProject/build/jsb-link
[78853] Delete /Users/777game/NewProject/build/jsb-link/subpackages/**/*,/Users/777game/NewProject/build/jsb-link/res/**/*,/Users/777game/NewProject/build/jsb-link/src/**/*
Cocos2dx root: /Applications/CocosCreator2.1.1.app/Contents/Resources/cocos2d-x
native environment string : COCOS_FRAMEWORKS=/Applications/CocosCreator2.1.1.app/Contents/Resources/;COCOS_X_ROOT=/Applications/CocosCreator2.1.1.app/Contents/Resources/cocos2d-x;COCOS_CONSOLE_ROOT=/Applications/CocosCreator2.1.1.app/Contents/Resources/cocos2d-x/tools/cocos2d-console/bin;NDK_ROOT=/Users/777game/Library/Android/sdk/ndk-bundle;ANDROID_SDK_ROOT=/Users/777game/Library/Android/sdk
[78853] Checked Python Version [2.7.10]
Cocos2dx root: /Applications/CocosCreator2.1.1.app/Contents/Resources/cocos2d-x
[78853] Cocos Services load base data!
[ cut-engine [ ] 0% 0.0s ]Exclude modules:
build jsb-adapter: 19.660ms
[ compile [==== ] 10% 0.0s ][78853] Load worker timeout, reload worker.
[78853] Load worker timeout, reload worker.
[78853] Load worker timeout, reload worker.
[78853] Load worker timeout, reload worker.
[78853] Load worker timeout, reload worker.
[78853] Start building assets
[ spawn-worker [============ ] 30% 176.3s ][78853] Start spawn build-worker
[78853] Load worker timeout, reload worker.
[78853] Finish spawn build-worker
[78853] Start init build-worker
[ init-worker [============= ] 32% 184.6s ][78853] Finish init build-worker
[78853] Start build-assets in worker
[ build-assets [================================ ] 80% 22.5s ][78853] Finish build-assets in worker
[78853] Finish building assets
queryAssets: 17.167ms
writeAssets: 1.586ms
[78853] Start building plugin scripts
[78853] Generating main.js from /Applications/CocosCreator2.1.1.app/Contents/Resources/static/build-templates/shares/main.js
[ copy-build-templates [======================================= ] 98% 1.8s ]Builder: do custom process [before-change-files]
[ custom-build-process [========================================] 99% 0.9s ]Builder: do custom process [build-finished]
[78853] Built to "/Users/777game/NewProject/build/jsb-link" successfully
[ finish [========================================] 100% 0.0s ]
u3d和creator的操作本身就不同。
你说的操作我试了是相同的啊
creator版本: beta.1
macos版本:10.14.3
在mac上无论ios还是Android都不会构建etc2的资源,Android的etc1资源都不会构建
3d模型导入的问题什么时候能解决。。。
Simulator: D/jswrapper (129): JS: [WARN]: ‘cc.renderer.renderEngine.gfx’ is deprecated, please use ‘cc.gfx’ instead.
报了错
这个报错是你的工程代码引起的吧?