I am working on a project that has sprite with multiple shapes that makes up the physics body. The app works fine on Win33 and iOS, but when I ran it on Android device the app crashes. Does anyone encountered this issue
I created the shape in PhysicsEditor, and had no issues compiling and running the app on win32 and iOS. The android compile successfully but trying to run the app crashes on the Android device.
There is no log output that throws any error message or warnings. I am compiling and running from a Win10 PC.
The app compiles successfully using
cocos compile -p android -m debug
Also using the following cocos command runs successfully in the command line,
cocos run -p android -m debug
but when the app launches on the device, get the following message: Unfortunately, App Name has stopped, with one option OK
Where can I find additional info or log on the device or my computer, cause I’m puzzled why there is no issue on win32 or iOS simulator but Android device is failing. I tweaked the code to create the same sprite but with a different physics shape (single shape) and the app works on Android device without any issues.
I am using an Android OnePlus device with Android v. 5.1.1
Also, I
As a temp work around to unblock myself I layered multiple sprites one with a single shape and handling collision, rotation, etc to give a single Sprite illusion. It is ugly workaround but at least it now compiles and runs on Android device.
Which IDE should I be using for Android to be able to use debugging. I’m compiling and running the Android build via command line. I am not seeing any warning or additional debugging info.
I use Visual Studio for coding, but there is not much in the VS debugger that is helpful to resolve the Android build, since it’s win32 build targeted.