plist - build setting for CocoSharp Android Project

AdnanKhanAdnanKhan USMember ✭✭

Issue is only with my android project. My plist gives me error message of:

Microsoft.Xna.Framework.Content.ContentLoadException: Failed to load the asset file from animations/bird.plist
at CocosSharp.CCContentManager.Load[T] (System.String assetName, Boolean weakReference) [0x000e3] in :0
at CocosSharp.CCContentManager.Load[T] (System.String assetName) [0x00030] in :0

I have picture attached how all my files are setup in my cocosharp project (I have both IOS and Android). No issue working with IOS project my plist works fine. I have used Zwoptex to create this plist file.

Under my android project in Assets/Content/images/hd/ folder I have bird.png (up, down etc) and under Assets/Content/animations/bird.plist and bird.png. I tested with both build type "content" and "androidasset" on plist and all png files.

Can someone please help me and let me know which build type I should have for each of these files under images/hd and also under animations folder.

Thank You

Posts

  • BenLevy.4265BenLevy.4265 USMember ✭✭

    It is a little tough to figure out what you are doing with the screenshot.

    Assuming you are using SpriteSheet for bird, you will probably want both "bird.plist" and "bird.png" in "animatsions/ld" and "animations/hd". Seeing as the actual individual sprites will be different sizes between the ld and hd png's, the plist will also need to be different.

    In other words, build bird.plist & bird.png twice. Once for ld and once for hd.

    It looks like you have a packed png (bird.png) and then also the individual images (bird-up.png, ...).

    as long as you have added only one ContentSearchPath, this should work fine. Or you can choose when you load your spritesheet.

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