Script change = complete rebuild in XCode?
by Richard Skala · in iTorque 2D · 01/06/2010 (7:59 am) · 5 replies
It seems that even if I change just one script (.cs) file, in order to see the changes in the iPhone Simulator or an iPhone device, I have to do a complete Clean and Rebuild, which is unnecessarily time consuming. Is this normal? Or is there some other, faster way?
I found a thread that asks the question, but I don't have access to that forum:
Xcode: Changing a script implies a complete rebuild
http://www.torquepowered.com/community/forums/viewthread/88229
I found a thread that asks the question, but I don't have access to that forum:
Xcode: Changing a script implies a complete rebuild
http://www.torquepowered.com/community/forums/viewthread/88229
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#2
01/06/2010 (8:54 am)
Even changing link options without removing the .app isn't guaranteed to give you a new build! Keep that Finder window open at all times :)
#3
01/06/2010 (10:09 am)
strange, I'm basically always using touch (on the common folder as thats where I'm right now working most to get the old project working nicely again) and so far it seems to work.
#4
For others new to Mac/XCode and are reading this thread:
- In 'Groups & Files', expand Products and select your .app file.
- Right click and select 'Reveal in Finder'. This will open the folder where the .app file is located.
- Right click the .app file and select 'Move To Trash'.
- Now when you select 'Build and Go', XCode will link and create a new .app file containing the updated assets.
01/06/2010 (7:45 pm)
Thanks for your assistance, everyone. For me so far, using 'Touch' or 'Compile' on the assets hasn't been reliable. The most reliable method that you all suggested was to delete the .app file and then build.For others new to Mac/XCode and are reading this thread:
- In 'Groups & Files', expand Products and select your .app file.
- Right click and select 'Reveal in Finder'. This will open the folder where the .app file is located.
- Right click the .app file and select 'Move To Trash'.
- Now when you select 'Build and Go', XCode will link and create a new .app file containing the updated assets.
#5
Prior to 1.3 it was:
1) Edit, change, develop in Eclipse for scripts
2) Use editor to position things
3) Make sure I generated the dso, run a build script to grab all the assets and dsos (and core script files)
4) Run Xcode to test to the simulator or device with my Resource pointing to stuff I just copied (only dso's)
5) Build and deploy
With 1.3:
1) The dso's I generate are flagged as old when I run it on iPhone < 42. Don't get run. I read that the .cs files are run (and I think the iPhone app will generate the dso's?)
2) That being the case I assume the new development process is to go straight to Xcode for most script changes? or run from the editor?
3) This means I would have to create another Xcode project for a shipping building that doesn't include the same resources? (i.e the .cs files)
01/06/2010 (9:13 pm)
Sorry if it seems like i'm hijacking this thread...but it is to do with the develop pipeline I used.Prior to 1.3 it was:
1) Edit, change, develop in Eclipse for scripts
2) Use editor to position things
3) Make sure I generated the dso, run a build script to grab all the assets and dsos (and core script files)
4) Run Xcode to test to the simulator or device with my Resource pointing to stuff I just copied (only dso's)
5) Build and deploy
With 1.3:
1) The dso's I generate are flagged as old when I run it on iPhone < 42. Don't get run. I read that the .cs files are run (and I think the iPhone app will generate the dso's?)
2) That being the case I assume the new development process is to go straight to Xcode for most script changes? or run from the editor?
3) This means I would have to create another Xcode project for a shipping building that doesn't include the same resources? (i.e the .cs files)
Associate Sven Bergström
Luma Arcade
From there ;
Also, deleting the .app bundle and hitting build and go will guarantee the changes migrating into the bundle. I am looking into a solution for this in the next release. It is just how XCode handles unknown file types,