marc.mitchell_ Posted July 3, 2018 Share Posted July 3, 2018 I've assembled a project and running it with the .bat file produced. My logic for my project is in the c# AppWorldLogic.cs. When the project has been assembled the code doesn't seem to run in this file? I'm using Unigine 2 engineering evaluation edition with a c# project. The logic in the .cpp unigine script file for the world that's loaded runs but while developing and running in debug the code in the c# file runs as expected. Is there any documentation on assembling a project? I've build the project for release in the visual studios project before assembling. Is there anything you have to do to get the AppWorldLogic code to run? Link to comment
silent Posted July 4, 2018 Share Posted July 4, 2018 Hi Marc, It seems that there is a small bug in assemble project process. Please, copy manually your release application to the <build>/bin folder of your project. We will try to fix this ASAP. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
robert.mcmillan Posted July 16, 2018 Share Posted July 16, 2018 Hi, I am working with Marc on this. I've just tried copying the release exe to the bin folder. It still doesn't work. Are there more files that need to be copied? I'd also add that we'd put some scripts inside the data\scripts folder, these also weren't assembled. Is this something that's known about? Thanks. Robert Link to comment
silent Posted July 17, 2018 Share Posted July 17, 2018 Robert, What is not working? Can you show us the log file after you ran bat file? Assemble project is basically doing steps that you can perform on your CI with a couple of scripts: Copying bin directory and replacing Development libs from <SDK>/bin/development to the release one Removing all the debug builds (_d) and pdb files Compress selected files to the UNG packages (optional) Exclude some not-needed files by mask (that's maybe the root cause if you excluded too much files that are required for normal work) Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
robert.mcmillan Posted July 17, 2018 Share Posted July 17, 2018 Hi, I've attached the log file. log.html When it runs it comes up with a blank screen (running at 3-5000fps). There is no player placement/creation code in our world script file - all of that is in our c# front end... If I modify the world script to create a player - then we will see the world, but none of our logic is there. Thanks, Robert Link to comment
silent Posted July 17, 2018 Share Posted July 17, 2018 Hi Robert, Which *.exe file is specified in .bat? It seems that just regular empty main_x64 is used in your case. That's why you don't have any custom logic. Just replace it with your custom .exe name and this should fix the issue. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
robert.mcmillan Posted July 17, 2018 Share Posted July 17, 2018 Hello, I see the problem. OK. In the bin folder was a file called "projectname_x64.exe" and this is what's being run. I never noticed that our build actually creates a "projectname.exe". So, replacing the batchfile to run the projectname.exe file does fix it. Thanks, Robert Link to comment
silent Posted July 18, 2018 Share Posted July 18, 2018 Glad to hear that :) This issue is being fixed in the upcoming SDK Browser update. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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