Cocos Creator v2.4.2 update instructions, unlock byte platform!

Following the release of v2.4.1 last week, Cocos Creator v2.4.2 brings the long-awaited byte game platform support to everyone! With huge traffic and strong channels in hand, I believe it will bring more opportunities for developers, and we also look forward to more excellent products on the byte game!
We recommend that developers who need to release byte games upgrade the engine to the latest version to get the best experience.
Byte games**
Byte games are developed based on ByteDance's full product matrix, including today's Reddit, Douyin, and today's Reddit extreme speed version. It is a brand new game type that does not require users to download and click to play. It has natural features such as graphics and video. The collocation.
ByteDance's full product matrix takes content distribution as the core, and promotes the distribution of small games through content, and the content is the volume and fission of small games.
At present, there are very rich application scenarios, and there are traffic portals in natural search, feed stream, personal homepage, small video, video comment area, etc. For detailed instructions, please refer to [Understanding Mini Games: Overview of Traffic Portals].
In terms of revenue, ByteDance currently supports both advertising and in-app purchases.

For games developed with Creator, you only need to select the ByteDance game publishing platform when building, and you can automatically complete the adaptation, obtain the powerful and convenient cross-platform capabilities of Cocos Creator, and enjoy the most familiar development experience.
For details, please refer to [Publish to Byte Game].

In order to better serve Byte Developers, we have opened a [Byte Game Zone] in the forum. All developers are requested to unite to this zone or Cocos Secretary for relevant technical consultation and feedback, so that we can summarize and organize common problems. Improve service experience.
In addition, Cocos will continue to cooperate with Bytedance, striving to provide developers with richer byte game platform capabilities.
Known issues**
*After the iOS device is upgraded to iOS 14 beta.3, the web platform temporarily fails to display the screen. You can customize the engine and manually merge this change [6974] to fix it.
v2.4.1 Byte platform has been unlocked synchronously**
v2.4.2 and v2.4.1 are exactly the same in product functions, so we also directly unlocked the release portal of byte games for existing v2.4.1 users through hot updates.
v2.4.1 users only need to start Cocos Dashboard1.0.8 when the network is connected, and then open the editor.
If unsuccessful, please make sure that Cocos Dashboard is using the latest 1.0.8, and completely exit and reopen, not just shrink to the tray.
In addition, I would like to share the good news with you again: v2.4.1 already supports the Huawei AppGallery Connect platform, and can access Huawei HMS Core with one click.
It currently includes services such as account, payment, advertising, and games. In the near future, it will continue to support SDKs such as push, analysis and positioning.

In the future, Cocos Creator will cooperate with Huawei in all aspects, especially at the technical level, integrating with the underlying algorithms of CG Kit to tap Vulkan's extreme rendering capabilities, release greater graphics rendering performance, and improve rendering efficiency.
At the product level, more quality services of Huawei HMS Core and AppGallery Connect will also be successively connected to help developers develop more high-quality games.
Version preview**
v2.4.3 is currently being tested in the forum. In addition to the recently supported Huawei AppGallery Connect, LianShang games, and byte games platforms, this version also has a series of major upgrades. Such as support for Prefab nesting, reduce JSON package body, optimize scene loading performance, support Android x86 64-bit architecture, etc.
Welcome to [Public Beta Exchange Post] to experience feedback. We thank all the posts from corporate services, Cocos secretarial services, forum discussions and Beta exchanges. These feedbacks became an important basis for us to sort out development priorities and formulate a roadmap.
Upgrade tips**
The upgrade operation of Cocos Creator to the project is irreversible. Please submit or backup the old version of the project before upgrading. Most projects can usually be upgraded automatically, but because the project is inevitably unique, developers should try and evaluate the new version of the engine in advance according to the needs of the project.
In addition, for stability considerations, it is recommended that projects that are about to go online or already online should be carefully upgraded.
The following is the upgrade instructions. If developers encounter difficulties in the upgrade, please give us feedback and we will try our best to assist.
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*cc.loader is no longer recommended, please use the latest cc.assetManager instead, please refer to [Resource Management Module Upgrade Guide]
*The sub-package function has been upgraded to Asset Bundle, please refer to [Resource Sub-package Upgrade Guide]
*Adjusted the directory structure after the project is built, and adjusted the BuildResults API. If you use the editor plug-in to get the editor build results, please refer to [Customized Project Build Process Upgrade Guide]
*The obsolete cc.RawAsset from 1.10 has been officially removed, please use cc.Asset instead. Since 2.4 is no longer compatible with the historical legacy usage of the RawAsset type in the original 1.x project, it is recommended that all projects to be upgraded to 2.4, especially those upgraded from version 1.9, should be edited in any version 1.10 ~ 2.3 All warnings or errors output when the compiler compiles the code are correctly handled, and then upgrade to 2.4.
*cc.Color.fromHex has been deprecated, please use the cc.Color.fromHEX interface
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*The CCTexture2D and CCTexture2DRGB methods in Effect have been deprecated, please use CCTexture, CCTextureRGB instead
*Vec3.FRONT has been deprecated, please use Vec3.FORWARD instead
From **
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Starting from 2.3.0, when customizing the Android native project, please note that Android and Android Instant use the same build template
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*If the code is used separately on the Android platform, please put it in the app/hide directory, and if the third-party library is used separately, please put it in the app/libs directory.
*If the code and third-party libraries used by Android Instant are used separately, please put them into the game/hide and game/libs directories respectively.
*If it is the code and third-party libraries shared by Android and Android Instant, please put them into the hide directory and libs directory under the root directory of proj.android-studio respectively.
* Under the root directory of proj.android-studio, jni/CocosAndroid.mk, jni/ CocosApplication.mk are mainly used to configure engine-related configuration. For developers' configuration, it is recommended that Android be placed in app/jni/Android.mk and app/jni In /Application.mk, please put Android Instant into game/jni/Android.mk and game/jni/Application.mk.
In addition, assembleRelease/Debug will be executed by default when Cocos Creator compiles Android, and instant:assembleRelease/Debug will be executed when compiling Android Instant.
If you have customized the pause logic when switching between audio front and back, please remove it after upgrading to 2.3.0
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Currently, the Creator game will automatically pause and resume audio internally when switching between front and back on all platforms.
If the developer has customized this area before, monitor and execute audio operations such as cc.audioEngine.pause()/resume(), it may conflict with the default behavior of the engine. If you encounter related audio problems, just remove the corresponding custom code.
Upgrade from 2.0-2.3.0 version**
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Starting from 2.3.0, the Canvas component is no longer responsible for setting the Canvas node size to the screen size. This behavior will be implemented in conjunction with the Widget component.
To ensure compatibility, after the 2.0 project is upgraded, the node where Canvas is located will automatically add Widget components. (Upgrade from 1.x project without this problem)
From **
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Starting from 2.2.0, we have strengthened the memory management mechanism. Now the cc.Node, which is dynamically created by the code and independent of the scene node tree, must be released by destroy(), otherwise the engine cannot know when to reclaim the memory of such nodes. Will cause memory leaks.
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*If the nodes were manually removed from the scene, they need to be unified destroy() when they are not needed:
         * // Assuming testNode is a node in the scene, if it was manually removed from the scene before, such as testNode.parent = null;// or testNode.removeFromParent(true);// or parentNode.removeChild(testNode);// If testNode will be used again in the future, there is no need to manually destroy the node. // Otherwise, you should manually call testNode.destroy(); *If the node was destroyed through the cc.removeSelf action, please use cc.destroySelf instead.
*If the node is managed by cc.NodePool, it will not be affected.
Starting from 2.2.0, we no longer recommend that you use the Skew function of the node.
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Skew is usually used to simulate 3D effects in 2D engines. With Cocos Creator's in-depth support for 3D nodes, Skew effects can be fully realized by 3D nodes. In order to unify the user experience and further optimize the underlying implementation of the engine, we discarded the Skew property.
However, we will still retain backward compatibility for a period of time, and developers can continue their original practices in old projects. In the future, we will further improve the compatibility method and upgrade cases, and choose the opportunity to officially remove the Skew function.
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If you open the 1.x project, all resources such as the scene will be automatically upgraded, and the obsolete interfaces in the code will be synchronized to output errors while maintaining compatibility starting from 2.3.3.
The upgrade method can be adjusted by referring to [1.10 Resource Upgrade Guide] and [2.0 Upgrade Document].
Tips**
With Creator v2.3, the support for 3D mini games is improved, and the development of Creator 3D itself is getting faster and faster.
Many developers have questions when setting up 3D projects: Since both Creator v2.x and Creator 3D versions support 3D, which engine should I choose?
Here we have a unified answer:
1. If you need to integrate TiledMap, Box2D or Spine, or want a more stable and high-performance UI/2D performance, you can only use Creator v2.x for the time being.
2. If there are too many or very large 3D scenes, or there are performance requirements such as skeletal animation fusion, dressing, transition, or higher-level rendering capabilities, you can only use Creator 3D.
3. Creator 3D will be a key project of Cocos in the 3D field in the future, and we will invest a lot of manpower and material resources to upgrade it. If you want to keep up with our development in the 3D field, it is recommended to get on the car in advance.
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Of course, the above criteria are not absolute. We have also encountered capable developers who have implemented large terrain, procedural textures, after effects and other functions on v2.x, and even transplanted GPU particles, GPU Instancing, and GPU particles from 3D to 2D. GPU skeletal animation and other functions.
Developers can conduct sufficient technical pre-research and stress testing on the two engines in the early stage of the project, and make selections based on the actual situation of the team.
The above is the content of this update. Click "Read the original text" to go to the official website to download the update. If you have any comments or suggestions, you can give us feedback through forums and other channels!

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