[iOS Cocos2d-x 3.0] 100+ Linker Errors when adding Photon
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Hi Stefan,
Cocos2d-x have upgraded to 3.0 in few weeks ago, It's a major release with so many improvements. I am starting with new Photon multiplayer game but facing lots of linker error issues. Entire folder structure have changed in new Cocos2d-x 3.0, so I have tried changing header & library search path but it's not working out.
I know issue is somewhere around setting proper environment for the photon but I have lost last few days behind it. If you can looked into it from your front & try to find a workaround, then that will be a great help.
It's a huge upgrade from Cocos2d-x team & It will be great if Exit Game Photon can match up with it so that developer can use photon with ease.
Sample Error Msg:
I will keep looking into the issue & If i found the solution, I will share it here.
Thanks,
Paresh
Cocos2d-x have upgraded to 3.0 in few weeks ago, It's a major release with so many improvements. I am starting with new Photon multiplayer game but facing lots of linker error issues. Entire folder structure have changed in new Cocos2d-x 3.0, so I have tried changing header & library search path but it's not working out.
I know issue is somewhere around setting proper environment for the photon but I have lost last few days behind it. If you can looked into it from your front & try to find a workaround, then that will be a great help.
It's a huge upgrade from Cocos2d-x team & It will be great if Exit Game Photon can match up with it so that developer can use photon with ease.
Sample Error Msg:
Undefined symbols for architecture x86_64: "getTimeUnix()", referenced from: myGame::createNetwork() in MY_GAME.o NetworkLogic::opCreateRoom(int) in NetworkLogic.o ExitGames::LoadBalancing::Client::getFriendListAge() in Client.o ExitGames::LoadBalancing::Client::onOperationResponse(ExitGames::Photon::OperationResponse const&) in Client.o "ExitGames::Common::UTF8String::~UTF8String()", referenced from: NetworkLogic::run() in NetworkLogic.o NetworkLogic::opJoinRoom(ExitGames::Common::JString const&) in NetworkLogic.o NetworkLogic::opCreateRoom(int) in NetworkLogic.o NetworkLogic::getRoomsList() in NetworkLogic.o NetworkLogic::joinRoomEventAction(int, ExitGames::Common::JVector<int> const&, ExitGames::LoadBalancing::Player const&) in NetworkLogic.o NetworkLogic::addPlayerProperty(int, ExitGames::Common::Hashtable const&) in NetworkLogic.o NetworkLogic::createRoomReturn(int, ExitGames::Common::Hashtable const&, ExitGames::Common::Hashtable const&, int, ExitGames::Common::JString const&) in NetworkLogic.o ... ... ... Many more
I will keep looking into the issue & If i found the solution, I will share it here.
Thanks,
Paresh
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Comments
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Hi Paresh.
This is iOS, right?
The Photon iOS Clients do not support 64bit binaries yet.
For the time being a workaround would be to build only 32bit binaries of your game (which will still be able to run on 64bit iOS).0 -
thanks Stefan, that working well if I build for 32 bit.
Regards,
Paresh0