Cocos Creator v2.2.0 测试版如约而至(10/16 更新 rc.5)

rc 版是需要安装的。否则验证不了安装包导致的 bug,非常抱歉!

你好,麻烦确认一下 jsb.reflection.callStaticMethod 调用是否会触发 app 转屏

原生方法测试没有问题 android iOS. 代码没有变动过, 在2.1.3上都是正常使用的.
问题应该出在cc.view.setOrientation, 前面也有其他人提过这个问题

那我再试试,我用的一直不生效,win 下 安卓是生效的,每次如果用完creator如果勾选过调试模式,用脚本跑的时候的,debug=false就不生效

@jare 2.2 Rc5 版本。打包原生版本失败!!! 我是把2.1.3的整个asserts 文件夹拷贝过来。请问是什么原因吧?

Build Failed: Error: ENOENT: no such file or directory, open ‘/Users/stonericky/Documents/GameFolder/Bulu22Rc5/library/imports/cf/cfb99e00-2704-499a-a009-1090a28d35e9.json’
at Object.openSync (fs.js:453:3)
at Object.func [as openSync] (electron/js2c/asar.js:172:31)
at Object.readFileSync (fs.js:353:35)
at Object.fs.readFileSync (electron/js2c/asar.js:618:40)
at d._buildAsset (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/page/build/build-asset.js:1:1875)
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/page/build/build-asset.js:1:1088
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/page/build/building-assetdb.js:1:553
at EventEmitter. (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor-framework/lib/renderer/ipc.js:1:3788)
at EventEmitter.emit (events.js:194:13)
at EventEmitter.emit (domain.js:469:20)
at EventEmitter.i (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/core/gulp-build.js:1:7762)
at Object.onceWrapper (events.js:282:20)
at EventEmitter.emit (events.js:194:13)
at EventEmitter.emit (domain.js:469:20)
at EventEmitter. (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor-framework/lib/main/ipc.js:1:3399)
at EventEmitter.emit (events.js:194:13)
at EventEmitter.emit (domain.js:469:20)
at WebContents. (/Applications/CocosCreator2.2.app/Contents/Resources/electron.asar/browser/api/web-contents.js:390:13)
at WebContents.emit (events.js:194:13)
at WebContents.EventEmitter.emit (domain.js:469:20)
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/lib/builder/index.js:1:3351
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:52:16
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:696:30
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:167:37
at /Applications/CocosCreator2.2.app/Contents/Resources/app.asar/node_modules/async/lib/async.js:1209:30
at D (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/core/gulp-build.js:1:5649)
at Gulp. (/Applications/CocosCreator2.2.app/Contents/Resources/app.asar/editor/core/gulp-build.js:1:22017)
at Object.onceWrapper (events.js:282:20)
at Gulp.emit (events.js:194:13)

老大· 你说的下个版本是2.2.1 还是说2.2.0正式版 :joy:

2.2.0 正式版还有 2.1.3 正式版都已经替换成 WKWebView

预览都没问题,就是打包出错!无论是web mobile, web desk , android 打包都报这个错。。说这个json文件没有。 浏览器和模拟器 运行都没问题。 这个asserts 是我从2.1.3 拿过来的。 我用Rc5新建啦一个工程。但是打包出错。。。。。真的要哭啦。。。

用2.1.3打包没有任何问题,无论是web 还是App。

Build Failed: Error: ENOENT: no such file or directory, open ‘/Users/stonericky/Documents/GameFolder/Bulu22Rc5/library/imports/cf/cfb99e00-2704-499a-a009-1090a28d35e9.json’

这个文件 在2.1.3里面有,在2.2文件夹没找到,但是都是同一个assets文件夹。

cfb99e00-2704-499a-a009-1090a28d35e9 是这个文件。这个在2.1.3 的library/imports/cf路径下面有,在 2.2 的 library/imports/cf路径下面没有

{
type”: “cc.EffectAsset”,
“_name”: “spine-flash”,
“_objFlags”: 0,
“_native”: “”,
“properties”: {
“texture”: {
“type”: 13,
“value”: null
},
“alphaThreshold”: {
“value”: 0.5
},
“u_lerp”: {
“value”: 0
}
},
“techniques”: [
{
“passes”: [
{
“cullMode”: 0,
“blend”: true,
“program”: “3166efefb1ca21e3676fc6f5d031d26cd11601dc7becf965c6ddb1b6”
}
],
“layer”: 0,
“stages”: [
“opaque”
],
“queue”: 0,
“priority”: 0
}
],
“shaders”: [
{
“vert”: “\n#define _IS_VERT_SHADER 1\n\nprecision highp float;\n\nuniform mat4 cc_matViewProj;\n\n#if _USE_MODEL\n uniform mat4 cc_matWorld;\n#endif\n\nattribute vec3 a_position;\nattribute lowp vec4 a_color;\n#if USE_TINT\n attribute lowp vec4 a_color0;\n#endif\n\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\n\nvarying lowp vec4 v_light;\n#if USE_TINT\n varying lowp vec4 v_dark;\n#endif\n\nvoid main () {\n mat4 mvp;\n \n #if _USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n\n v_uv0 = a_uv0;\n\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n\n gl_Position = mvp * vec4(a_position, 1);\n}\n\n\n”,
“frag”: “\n#define _IS_FRAG_SHADER 1\n\nprecision highp float;\n\nuniform sampler2D texture;\nuniform float u_lerp;\n\nvarying mediump vec2 v_uv0;\n\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying lowp vec4 v_light;\n#if USE_TINT\n varying lowp vec4 v_dark;\n#endif\n\nvoid main () {\n vec4 texColor = texture2D(texture, v_uv0);\n #if _USE_ETC1_TEXTURE\n texColor.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n vec4 finalColor;\n\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n\n if (finalColor.a <= 0.0) discard;\n\n vec3 flashColor = vec3(1.,1.,1.);\n vec3 result = mix(finalColor.rgb, flashColor, u_lerp);\n finalColor = vec4(result.rgb, finalColor.a);\n\n ALPHA_TEST(finalColor);\n\n gl_FragColor = finalColor;\n}\n\n\n”,
“defines”: [
{
“name”: “_USE_MODEL”,
“type”: “boolean”,
“defines”: []
},
{
“name”: “USE_TINT”,
“type”: “boolean”,
“defines”: []
},
{
“name”: “USE_ALPHA_TEST”,
“type”: “boolean”,
“defines”: []
},
{
“name”: “_USE_ETC1_TEXTURE”,
“type”: “boolean”,
“defines”: []
}
],
“uniforms”: [
{
“name”: “texture”,
“type”: 13,
“defines”: []
},
{
“name”: “u_lerp”,
“type”: 4,
“defines”: []
},
{
“name”: “alphaThreshold”,
“type”: 4,
“property”: true,
“defines”: [
“USE_ALPHA_TEST”
]
}
],
“attributes”: [
{
“name”: “a_position”,
“type”: 6,
“defines”: []
},
{
“name”: “a_color”,
“type”: 7,
“defines”: []
},
{
“name”: “a_color0”,
“type”: 7,
“defines”: [
“USE_TINT”
]
},
{
“name”: “a_uv0”,
“type”: 5,
“defines”: []
}
],
“extensions”: [],
“name”: “3166efefb1ca21e3676fc6f5d031d26cd11601dc7becf965c6ddb1b6”
}
]
}

应该是 shader 导入失败了…… 语法估计得升级下。打开编辑器的话应该有报错的。你上传源文件上来看下?

对,好像是这个问题。明天我把这个文件删除在试试看

建议把 internal 锁起来,什么都外放,估计要GG啊

把那个Shader文件删除就好啦。 说不支持CCEffect…

重点! ScrollView/PageView 依旧在微信平台 穿透! 为啥2.1.3没有这个问题??

我 觉的你那边创建一个scrollView,在微信平台测一下就会出现穿透现象。

Android上直接可以用吗?

可以啊,目前还停留在b3版本. 自己搞个demo试试不就行了?

我们这边测试的没有复现你说的情况,不太确定是哪种条件下触发的,所以还是得麻烦你那里能够把你的环境做一个简单的复现Demo过来,就用测试例里的ScrollView然后加上你自己对ScrollView做的额外处理就好,不需要涉及你们项目的代码。

test.zip (243.2 KB)

升级后变这样了

请问你的屏幕分辨率是多大?我这边的效果好像不会

1500*750