在Apple Watch Simulator(xCode 8,Swift 3,iOS 10)的watchOS中运行SpriteKit Game-libswiftSwiftOnoneSupport错误 [英] Running SpriteKit Game in watchOS on Apple Watch Simulator (xCode 8, Swift 3, iOS 10) - libswiftSwiftOnoneSupport Error
问题描述
我下载了xCode 8.0 beta
,并打开了一个用swift 2
编写的最新项目,然后使用xCode将其转换为swift 3
.
然后我在项目中添加了watchOS
目标,设置为游戏"
文件>新建>目标:
我检查了WatchExtension
中的GameScene.swift,并确保所有代码都在那里并设置了场景:
import SpriteKit
class GameScene: SKScene {
private var spinnyNode : SKShapeNode?
override func sceneDidLoad() {
if let label = self.childNode(withName: "//helloLabel") as? SKLabelNode {
label.alpha = 0.0
label.run(SKAction.fadeIn(withDuration: 2.0))
}
let w = (self.size.width + self.size.height) * 0.05
let spinnyNode = SKShapeNode(rectOf: CGSize(width: w, height: w), cornerRadius: w * 0.3)
spinnyNode.position = CGPoint(x: 0.0, y: 0.0)
spinnyNode.strokeColor = UIColor.red()
spinnyNode.lineWidth = 8.0
spinnyNode.run(SKAction.sequence([SKAction.wait(forDuration: 0.5),
SKAction.fadeOut(withDuration: 0.5),
SKAction.removeFromParent()]))
spinnyNode.run(SKAction.repeatForever(SKAction.rotate(byAngle: 6.28, duration: 1)))
self.run(SKAction.repeatForever(SKAction.sequence([SKAction.wait(forDuration: 2.0),
SKAction.run({
let n = spinnyNode.copy() as! SKShapeNode
self.addChild(n)
})])))
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
不幸的是,我似乎无法在Apple Watch Simulator上安装它.
我已经尝试了所有我能想到的,包括:
- 清理构建等
- 卸载/重新安装
- 已检查的info.plist 此处,
- 从配对的iOS Apple Watch App在iPhone模拟器中安装(只是没有安装),
- 按照 raywenderlich watchOS教程中的建议,甚至添加了用户定义的项目设置...
我什至无法安装它或出现在Apple Watch上.我在做什么?
更新
我已将iOS App的Deployment Target调整为10.0,终于可以从iPhone Simulator中的Apple Watch应用程序中安装它了,除了从Apple Watch Simulator中启动Apple Watch App之后,我得到了以下内容:错误:
dyld: Library not loaded: @rpath/libswiftSwiftOnoneSupport.dylib
Referenced from: /Users/MYNAME/Library/Developer/CoreSimulator/Devices/XXXXXX-XXXX-XXXX-XXXX/data/Containers/Bundle/Application/XXXXXX-XXXX-XXXX-XXXX/MYAPPNAME.app/PlugIns/MYAPPWATCH Extension.appex/MYAPPWATCH Extension
Reason: image not found
(lldb)
此错误是什么意思?不应加载任何图片,因为它是默认的SpriteKit测试...
可能不是真正的解决方案,但是经过数小时尝试各种尝试后发现的解决方法
将否"更改为是":
Project > Targets > App Name > Embed Asset Packs In Product Bundle = YES
你好,世界!"应该出现在Apple Watch上,带有一个旋转的,脉冲状的spriteNode(未在屏幕快照中显示,因为捕获速度不够快).
请注意,您可能需要通过启动Apple Watch App,单击您的应用程序并按在Apple Watch上显示",从iPhone Simulator的Apple Watch App中安装该应用程序.
I downloaded xCode 8.0 beta
and opened a recent project written in swift 2
which I then converted to swift 3
using xCode.
I then added a watchOS
target to my project with the setting "game"
File > New > Target:
I checked the GameScene.swift in the WatchExtension
and sure enough all the code is there and sets up a scene:
import SpriteKit
class GameScene: SKScene {
private var spinnyNode : SKShapeNode?
override func sceneDidLoad() {
if let label = self.childNode(withName: "//helloLabel") as? SKLabelNode {
label.alpha = 0.0
label.run(SKAction.fadeIn(withDuration: 2.0))
}
let w = (self.size.width + self.size.height) * 0.05
let spinnyNode = SKShapeNode(rectOf: CGSize(width: w, height: w), cornerRadius: w * 0.3)
spinnyNode.position = CGPoint(x: 0.0, y: 0.0)
spinnyNode.strokeColor = UIColor.red()
spinnyNode.lineWidth = 8.0
spinnyNode.run(SKAction.sequence([SKAction.wait(forDuration: 0.5),
SKAction.fadeOut(withDuration: 0.5),
SKAction.removeFromParent()]))
spinnyNode.run(SKAction.repeatForever(SKAction.rotate(byAngle: 6.28, duration: 1)))
self.run(SKAction.repeatForever(SKAction.sequence([SKAction.wait(forDuration: 2.0),
SKAction.run({
let n = spinnyNode.copy() as! SKShapeNode
self.addChild(n)
})])))
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
Unfortunately I can't seem to get this to install on the Apple Watch Simulator.
I've tried everything I can think of, including:
- Clean builds, etc
- Uninstall/reinstall,
- Checked info.plist for common errors,
- Created a new simulator with paired Apple Watch using
Add Additional Simulators
, - Added Skip Install = No, suggested here,
- Install from Paired iOS Apple Watch App in iPhone Simulator (just doesn't install),
- Even added user defined project settings, as suggested in a raywenderlich watchOS tutorial...
I just can't get it to even install or appear on the Apple Watch. what am I not doing?
UPDATE
I have adjusted the Deployment Target to 10.0 for the iOS App and I was finally able to install it from the Apple Watch app in the iPhone Simulator, except upon launching the Apple Watch App from the Apple Watch Simulator, I get the following error:
dyld: Library not loaded: @rpath/libswiftSwiftOnoneSupport.dylib
Referenced from: /Users/MYNAME/Library/Developer/CoreSimulator/Devices/XXXXXX-XXXX-XXXX-XXXX/data/Containers/Bundle/Application/XXXXXX-XXXX-XXXX-XXXX/MYAPPNAME.app/PlugIns/MYAPPWATCH Extension.appex/MYAPPWATCH Extension
Reason: image not found
(lldb)
What does this error mean? There shouldn't be any images to load as it's the default SpriteKit test...
Probably not the real solution, but a work around that I found after hours of trying various things was found here, on Stackoverflow, for the Error occurring at the bottom of my question above.
So if you convert your App to Swift 3.0, Add a watchOS "game" Target to your project, change iOS Deployment Target to 10.0 and run on WatchOS 3.0 Simulator and iPhone 6s iOS 10 Simulator, update the following setting:
Change NO to YES:
Project > Targets > App Name > Embed Asset Packs In Product Bundle = YES
And "Hello, World!" should appear on the Apple Watch, with a spinning, pulsing spriteNode (not shown in screenshot as didn't capture it quick enough).
Please note, you may have to install the App from the Apple Watch App from the iPhone Simulator by launching the Apple Watch App, clicking your app, and pressing "show on Apple Watch".
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