Cannot load a TextureAtlas file in IOS using libgdx while loading through AssetManager

徘徊边缘 提交于 2019-12-04 14:58:14

Hey I found the issue.

When we make an app run from Xamarin Studio it does not pack all the items. It leaves some of the files like text files, xmls etc. We need to mark them to include them in app. Mark all these Files to be added as Bundle Resource.

P.T.

According to this post on the Badlogic forum, there are a couple things that could be wrong:

  • You're using java.net APIs (probably not in your case)
  • You're using the Gdx.files.classpath to load some files
  • You didn't completely/correctly pack your assets into your build.

Read the Libgdx IOSWiki closely for caveats and to make sure you've set everything up correctly.

This (similar) question: libgdx on ios GdxRuntimeException couldn't load file was resolved because the PNG files were not correctly optimized. See the "PNG Optimization" section (and note specifically which Libgdx version you're using since it seems the behavior has changed).

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