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Latest Codea not exporting assets with XCode project archive

in Questions Posts: 64

Subject sez it all... Are my assumptions right or does it not export assets with the archive for XCode?

Comments

  • SimeonSimeon Admin Mod
    Posts: 5,693

    @krdavis thank you for the bug report. For now can you use a previously exported project and change the version in libversion to 3.2.10?

  • edited March 9 Posts: 64

    Thank you; however, this is the first time I have tried to export to XCode so I will have to wait for the fix.

  • Posts: 64

    @Simeon I know that your team is incredibly busy, but do you have an estimate when this might be fixed? Sorry to pester you...

  • SimeonSimeon Admin Mod
    Posts: 5,693

    I'll see if I can come up with a workaround you can use right away while the next version is being worked on

  • Posts: 64

    Grateful for any help...

  • SimeonSimeon Admin Mod
    Posts: 5,693

    @krdavis

    Ok so we can add assets manually to your exported Codea project

    First, where are your assets located? Are you using project assets (assets added to your project folder? Addressed by using asset.AssetName or "Project:AssetName")

    That would be ideal, then you won't have to do anything, really, to get it working. If you use assets from Documents or the built-in asset packs then I can guide you through getting it working

    Let me know

  • edited March 11 Posts: 64

    @Simeon, my assets are in folder and behave like an asset pack (the dir.has a Info.plist). The rest are built in and downloaded assets that come with Codea.

  • SimeonSimeon Admin Mod
    Posts: 5,693

    Ah ok

    In that case you can create a folder named Assets in the same directory as your .xcodeproj in the exported project. Then you can place your folder in there (it may need a .assets extension if it doesn't have one already)

    You can do the same with the built-in assets, but unfortunately they are hard to get out of Codea as entire asset packs. You can use the asset picker to move the ones you are using into your project

    Attached is an example of how it should look once they are in there

    I'll be updating the auto-detection and Xcode project template so that this works correctly in the next release

  • edited March 11 Posts: 64

    Thanks @Simeon , I’ll give it a shot...

  • edited March 15 Posts: 64

    @Simeon, didn't work, setup as you described, all assets in folder Assets/Dungeon Shadows.assets and running app fails on first asset encounter: self.startBtn = Button(WIDTH / 2, 150, asset.documents.Dungeon_Shadows_assets.Yellow_Button_13) The app error complains about Dungeon_Shadows_assets as a nil field.

    Code works as expected in Codea on my iPad Pro.

  • SimeonSimeon Admin Mod
    Posts: 5,693
    Please try this:

    Create a Documents.assets folder inside Assets and place your assets in there. Then access them via asset.documents.AssetName

    I am going to be fixing this soon. Would you be willing to downlod a beta version to test the fox once I've implemented it? DM me your email for TestFlight if so
  • Posts: 64

    @Simeon, same error again, I'll wait for the beta... Thanks!

  • SimeonSimeon Admin Mod
    Posts: 5,693

    No problem, thanks for your patience!

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