Troubleshooting iTGB 1.3: Start Here
by Baneblade · in iTorque 2D · 12/03/2009 (10:16 am) · 4 replies
This thread is to crosslink failure points and resolutions. Specifically symptom and resolutions with links.
First Check Project Settings
www.garagegames.com/community/forums/viewthread/104389/
Issues trying to run from XCode
Do not use Build and Run icon
Scroll down left-hand menu
iTGB, right click "Clean iTGB"
[√] Also Clean Dependencies
[√] Also Remove Precompiled Headers
( Clean )
iTGB, right click "Build & Start"
Loads in Simulator not iPhone
- check main.cs www.garagegames.com/community/forums/viewthread/106727
Project file cannot be parsed (Xcode)
"Could not inspect the application package"
- ensure directory containing iTGB project does not have periods in the name
- ensure project name in iTGB properties does not have spaces in the name
only iTGB splash screen showing (Debug)
- rule out debug assertions (these checks are not done when compiling for Release)
- the dialog with the assertion may or may not show up on your iPhone
- open crash log www.garagegames.com/community/forums/viewthread/104389/2#comment-704989
White Screen only - no iTGB splash screen
- check that everything is recompiled, check your optimization settings
www.torquepowered.com/community/forums/viewthread/103469
www.torquepowered.com/community/forums/viewthread/94931
- check the commonConfig.xml file, then mark it as read-only
www.torquepowered.com/community/forums/viewthread/85329
Provisioning Error (cannot find certificiate)
- In Xcode, scroll down in the left menu to "Targets", right click "iTGB", click "Get Info". Ensure "Architectures" is set to Standard (armv6), "Base SDK" has iPhone Device 3.0.
ld: library not found for -lstdc++-static (shows when compiling for iPhone 3.0/3.1+ in release)
Right-click on the Target iTGB (and iTGB_Script_Optimize), scroll down to / Linking, click C++ Standard Library Type, change this to Dynamic.
No architecture to compile for
- Scroll down to "Code Signing" set "Any iPhone OS Device" to iPhone Developer (when you open this ensure you see your certificate - if you don't you did not register it with Apple and your Xcode/keychain on your Mac right - see here: mobiforge.com/developing/story/deploying-iphone-apps-real-devices)
iTGB Kart Kit
- works nicely with 1.3 and fast framerate, requires specific iTGB patches www.garagegames.com/community/forums/viewthread/105567/
TGB Adventure Kit
- does not work on the iPhone and is at best a starting resource, even the images require rescaling, resizing, etc. Not recommended for iTGB
to be continued, please add quick synopsis below (problem plus fast solution description or link to thread+post) as you encounter them - avoid asking questions here, use separate threads
First Check Project Settings
www.garagegames.com/community/forums/viewthread/104389/
Issues trying to run from XCode
Do not use Build and Run icon
Scroll down left-hand menu
iTGB, right click "Clean iTGB"
[√] Also Clean Dependencies
[√] Also Remove Precompiled Headers
( Clean )
iTGB, right click "Build & Start"
Loads in Simulator not iPhone
- check main.cs www.garagegames.com/community/forums/viewthread/106727
Project file cannot be parsed (Xcode)
"Could not inspect the application package"
- ensure directory containing iTGB project does not have periods in the name
- ensure project name in iTGB properties does not have spaces in the name
only iTGB splash screen showing (Debug)
- rule out debug assertions (these checks are not done when compiling for Release)
- the dialog with the assertion may or may not show up on your iPhone
- open crash log www.garagegames.com/community/forums/viewthread/104389/2#comment-704989
White Screen only - no iTGB splash screen
- check that everything is recompiled, check your optimization settings
www.torquepowered.com/community/forums/viewthread/103469
www.torquepowered.com/community/forums/viewthread/94931
- check the commonConfig.xml file, then mark it as read-only
www.torquepowered.com/community/forums/viewthread/85329
Provisioning Error (cannot find certificiate)
- In Xcode, scroll down in the left menu to "Targets", right click "iTGB", click "Get Info". Ensure "Architectures" is set to Standard (armv6), "Base SDK" has iPhone Device 3.0.
ld: library not found for -lstdc++-static (shows when compiling for iPhone 3.0/3.1+ in release)
Right-click on the Target iTGB (and iTGB_Script_Optimize), scroll down to / Linking, click C++ Standard Library Type, change this to Dynamic.
No architecture to compile for
- Scroll down to "Code Signing" set "Any iPhone OS Device" to iPhone Developer (when you open this ensure you see your certificate - if you don't you did not register it with Apple and your Xcode/keychain on your Mac right - see here: mobiforge.com/developing/story/deploying-iphone-apps-real-devices)
iTGB Kart Kit
- works nicely with 1.3 and fast framerate, requires specific iTGB patches www.garagegames.com/community/forums/viewthread/105567/
TGB Adventure Kit
- does not work on the iPhone and is at best a starting resource, even the images require rescaling, resizing, etc. Not recommended for iTGB
to be continued, please add quick synopsis below (problem plus fast solution description or link to thread+post) as you encounter them - avoid asking questions here, use separate threads
About the author
Torque Owner Django Zeaman
- Copy all the files into the resources folder, not just the main.cs, game and common folders as it says in the tutorial. In my case that meant I also added:
- behaviorshooter.torsion
- glu2d3d.dll
- iPhoneCmdLine.txt (this one missing caused my white screen hang)
- main.cs.dso
- OpenAI32.dll
- opengl2d3d.dll
- unicows.dll
- Don't use the "project builder" function in iTGB (glitchy based on reports from others)
- There is a difference between simulator and device builds, and release and debug builds, therefore I just go with on device release builds. You're going to want it on the device eventually why not test it that way from the beginning. Seems like safest and least hassle way, based on my experience and what I have read.
- Here are all the settings I changed to get it to work (as above, not sure if they were all necessary, but this is what I did):
- changed active build configuration to Release
- changed active SDK to iPhone device 3.1.2
- Highlight Torque2D icon at top of Xcode Groups & Files - get info - change active SDK (under build tab) to iPhone device 3.1.2; also change Code Signing Identity to a valid provisioning profile
- Highlight iTGB target (under groups and profiles - targets) - get info - change base SDK to iPhone device 3.1.2 ; code signing to valid profile; product name to whatever you like
I can't verify that all of these are necessary, but it worked for me at least to get started and get the first build of my game onto an actual device.