danni.coy Posted August 2, 2011 Share Posted August 2, 2011 Great work!Thanks! And how you use it, for examle, engineConsole::setInt()? Unigint script provide engine.console.setInt() syntax only, does not? #define NOBUILTIN #include <codepath/uniginescript.h> at the beginning of your Unigine app (this will cause the preprocessor to remove this code when the application is running) or run unigine with the command line switch --extern_define NOBUILTIN Link to comment
eugene.litvinov Posted August 2, 2011 Share Posted August 2, 2011 #define NOBUILTIN #include <codepath/uniginescript.h> at the beginning of your Unigine app (this will cause the preprocessor to remove this code when the application is running) or run unigine with the command line switch --extern_define NOBUILTIN Thanks Link to comment
Guest ilmarinen Posted August 4, 2011 Share Posted August 4, 2011 Actually, our problem is mostly that the executables in the SDK are _x86 which appear to be used only with the simulator. The release executables are the ones we need. Sorry, this is a wrong postfix, but executables in the iOS SDK are native for iOS ~/UnigineSDK-source-2011-07-21-ios$ file bin/* bin/main_x86d.ios: Mach-O executable acorn bin/main_x86.ios: Mach-O executable acorn This a bug in build.py, fixed. Link to comment
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