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Reply to code sign failed with non zero exit code
I am sorry about the confusion I have caused. The original problem was for an unsigned certificate for which the solution was to download and process the AppleWWDRCA.cer. The problem I put the comment in for was for a different problem. I have taken on your advise about cleaning up the warnings so will do that next and see if the latest problem persists and if it does add another entry for that with all the details I can sort out.
Aug ’21
Reply to xcode 12.5.1 SpriteKit scene addchild fails reason already present
Is this something to do with what I am seeing in the scene. I wanted to attach a screenshot here to show the scene where the only items appearing in the scene inventory panel are the ground elements textures I drag from the asset library. There is no inventory of the tiles that have been used as shown in the graphics and that are editable after I double click the Tile Map Node. Is there anywhere I can see those? Also is the exception to do with the contents of the Tile Map Node itself? And how do I add a screenshot in a comment?
Jan ’22
Reply to Xcode 12.5.1 SpriteKit SkScene tile set images not showing
I am trying the following as another work round for problem with the scene editor. I use the scene editor to remove a tile. I then use the media library and copy in the equivalent sprite image and position it to replace the original. This appears to result in the scene being shown correctly and the item has been added to the list. I feel confidant that doing this for all the tiles I added using the editor will meet the requirements for the app code to work. It a lot more work but I see no other way. Anyone see any reason for not doing this?
Jan ’22
Reply to Xcode 12.5.1 SKTexture error loading image resource
I went through the development process again and when I got to setting up the DesertBackground image in the asset library I remembered that I went through the process of making a copy of the original png and resizing to get the x2 and x3 and renamed the files accordingly. This meant that instead of the desert background being named "DesertBackground.png" it was named DesertBackground appended with @x1.png instead of just png. I had assumed that the load image process would have selected the appropriate image based on the devices capability and loaded the appropriate named file. This has been proved to be wrong, at least, for the simulator. I have now solved my problem by not doing the sizing process and the backgrounds now load correctly.
Jan ’22