Compilation problem for MacOS

  • #1, z red363Tuesday, 14. June 2022, 15:02 hodinky 2 years ago
    Hello!

    I wanted to test a small piece of the game on MacOS.
    I myself work in the version for WIN. I downloaded the MacOS version of the program and put it in the "platform" folder in my program directory. Next, I compiled the game with MacOS settings. But on Mac the game didn't start (starts, black screen and crashes in a second). Moreover, if I compile the version for WIN, then everything starts fine on WIN.

    Tell me, please, what could be the problem and what did I do wrong?

    Fanoušek fóra

    101 Posts


  • #2, z SimonSTuesday, 14. June 2022, 15:04 hodinky 2 years ago
    There's no need to manually download platform files, the editor does it.

    On what hardware are you testing? There should be a crashlog if it's crashing.

    Kapitán

    1582 Posts

  • #3, z red363Wednesday, 15. June 2022, 22:43 hodinky 2 years ago
    There's no need to manually download platform files, the editor does it.

    On what hardware are you testing? There should be a crashlog if it's crashing.
    there is a report, I do not know if this information will help to understand the problem ...

    https://1drv.ms/u/s!Anl4w4tP7uAPhL56s4ekmE7h4_ldtQ?e=QFeUX2

    Fanoušek fóra

    101 Posts

  • #4, z SimonSThursday, 16. June 2022, 08:22 hodinky 2 years ago
    Do you have any custom shaders? The metal api is more strict about variable naming and varyings in glsl. That's where the crash is. Maybe you can PM me a sample so I can tell you what the problem is.

    Kapitán

    1582 Posts

  • #5, z SimonSFriday, 17. June 2022, 16:11 hodinky 2 years ago
    Alright, the shader is the problem, metal needs all varyings to be named the same in fragment and vertex. So just go to fourbit / Vertex and replace uvVarying with texcoord in the 2 locations.

    Kapitán

    1582 Posts

  • #6, z red363Friday, 17. June 2022, 23:46 hodinky 2 years ago
    Alright, the shader is the problem, metal needs all varyings to be named the same in fragment and vertex. So just go to fourbit / Vertex and replace uvVarying with texcoord in the 2 locations.

    Thank you very much, Simon.
    I'll test and post the result

    Fanoušek fóra

    101 Posts

  • #7, z red363Saturday, 18. June 2022, 22:38 hodinky 2 years ago
    Thank you very much again! Everything started on macOS

    Fanoušek fóra

    101 Posts