I feel a little dumb here.
So I downloaded the latest daily build, but don’t see the CoronaWin32AppBeta.zip anywhere?
Am I skipping over something?
I feel a little dumb here.
So I downloaded the latest daily build, but don’t see the CoronaWin32AppBeta.zip anywhere?
Am I skipping over something?
Hi neecko92,
We’re waiting on our doc updates now. You don’t need that zip file, there should just be a build option for Windows desktop apps in the file menu.
What you’re seeing is legacy docs for our private beta users.
Regards,
Michael
Ah I see. I was a little confused. I keep getting this error then:
“You cannot do a build until all of the plugins for this corona project have been successfully downloaded”
Thought it was because I didn’t do the first step, but I click yes and nothing really happens.
Which plugins are you using? This error should only pop up when it’s still waiting to download the plugins.
[“CoronaProvider.gameNetwork.google”]
[“plugin.google.play.services”]
[“plugin.google.iap.v3”]
are the only ones currently.
They are google plugins so do I just purge those?
Thanks for your help!
Edit:
I purged those plugins. I was able to get a build that worked great. Just crashes whenever that code is called (Obviously).
Hi,
I also am using the Gamethrive and Google.Play.Services plugins.
I have disabled in build.settings and have successfully but a Windows EXE which builds and runs but crashes straight away as soon as Gamethrive is initiated.
So what is the procedure to download these plugins to the Windows Desktop build?
This is usually how plugins work. You can’t always trust that it initializes correctly. If I use an Android-only plugin and try to deploy it to iOS it will crash.
Instead of:[lua]local myPlugin = require(“plugin.myplugin”)
myPlugin.initialize()[/lua]
Use:[lua]local myPlugin = require(“plugin.myplugin”)
if ( myPlugin ) then
myPlugin.initialize()
end[/lua]
There is an issue where some of our plugins don’t have correct sub files. We’re working on improving that.
Hi neecko92,
We’re waiting on our doc updates now. You don’t need that zip file, there should just be a build option for Windows desktop apps in the file menu.
What you’re seeing is legacy docs for our private beta users.
Regards,
Michael
Ah I see. I was a little confused. I keep getting this error then:
“You cannot do a build until all of the plugins for this corona project have been successfully downloaded”
Thought it was because I didn’t do the first step, but I click yes and nothing really happens.
Which plugins are you using? This error should only pop up when it’s still waiting to download the plugins.
[“CoronaProvider.gameNetwork.google”]
[“plugin.google.play.services”]
[“plugin.google.iap.v3”]
are the only ones currently.
They are google plugins so do I just purge those?
Thanks for your help!
Edit:
I purged those plugins. I was able to get a build that worked great. Just crashes whenever that code is called (Obviously).
Hi,
I also am using the Gamethrive and Google.Play.Services plugins.
I have disabled in build.settings and have successfully but a Windows EXE which builds and runs but crashes straight away as soon as Gamethrive is initiated.
So what is the procedure to download these plugins to the Windows Desktop build?
This is usually how plugins work. You can’t always trust that it initializes correctly. If I use an Android-only plugin and try to deploy it to iOS it will crash.
Instead of:[lua]local myPlugin = require(“plugin.myplugin”)
myPlugin.initialize()[/lua]
Use:[lua]local myPlugin = require(“plugin.myplugin”)
if ( myPlugin ) then
myPlugin.initialize()
end[/lua]
There is an issue where some of our plugins don’t have correct sub files. We’re working on improving that.