edge确实没办法下载,奇怪,麻烦有空修复下,感谢
有对应的资产吗?
就你们官方的helloWorld,你们论坛对我各种502,实在是恶心到我了
预制体的撤销操作ctrl+Z导致控制台报错,同时场景编辑器卡住,属性面板也卡主,此时在层级管理器中点击进入预制体A的编辑,接着点击保存,也无法退出编辑器A的编辑界面。重现的话大概是在层级管理器的关联A预制体的预制体实例a节点上面对预制体进行各种ctrl+Z操作,具体操作已经应该有点难重现
2023-6-22 08:52:17 - log: Load engine in C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine
2023-6-22 08:52:18 - log: Register native engine in C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\native
2023-6-22 08:52:30 - log: Profile changed: builder (log.level: 4)
2023-6-22 08:53:31 - error: [Assets] Importer exec failed: {asset[C:\Users\admin\Desktop\cocosPro\NewProject_38\assets\model\helloWorld\hdcSky.FBX](929e58ce-66a4-4e04-9036-4244456a1220)}[Assets] Importer exec failed: {asset[C:\Users\admin\Desktop\cocosPro\NewProject_38\assets\model\helloWorld\hdcSky.FBX](929e58ce-66a4-4e04-9036-4244456a1220)}
at Object.error (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\asset-db\dist\worker\console.ccc:1:1429)
at ImportTask.importAsset (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\node_modules\@editor\asset-db\libs\task.ccc:1:2959)
at processTicksAndRejections (internal/process/task_queues.js:93:5)
at ImportTask.exec (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\node_modules\@editor\asset-db\libs\task.ccc:1:731)
at ParallelQueue._generate (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\node_modules\@editor\asset-db\libs\asset-db.ccc:1:2165)
2023-6-22 08:53:31 - error: [Assets]
FBX2glTF 进程以非 0 状态值 3221226505 退出,
意味着该进程可能未成功终止。
这通常是因为 FBX2glTF 在转换源 FBX 文件时发生了内部错误。
若允许,请向 Cocos 团队或 FBX2glTF 作者报告此错误并附上相关的 FBX 文件。
进程输出: <none>
Error:
FBX2glTF 进程以非 0 状态值 3221226505 退出,
意味着该进程可能未成功终止。
这通常是因为 FBX2glTF 在转换源 FBX 文件时发生了内部错误。
若允许,请向 Cocos 团队或 FBX2glTF 作者报告此错误并附上相关的 FBX 文件。
进程输出: <none>
at ChildProcess.<anonymous> (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\modules\engine-extensions\extensions\engine-extends\dist\importer\importers\utils\fbx2glTf.ccc:1:1617)
at ChildProcess.emit (events.js:315:20)
at maybeClose (internal/child_process.js:1048:16)
at Process.onexit (internal/child_process.js:288:5)
2023-6-22 08:53:35 - info: [Scene] [PHYSICS]: using builtin.
2023-6-22 08:53:36 - log: [Scene] Cocos Creator v3.8.0
2023-6-22 08:53:36 - info: [Scene] Forward render pipeline initialized.
2023-6-22 08:53:36 - info: [Scene] [PHYSICS]: switch from builtin to bullet.
2023-6-22 08:53:36 - info: [Scene] [PHYSICS2D]: switch from builtin to box2d.
2023-6-22 08:54:40 - warn: [Scene] Node [aa] is a prefab child of prefabInstance [islands], it's not allowed to delete in current context, you can delete it in it's prefabAsset or do it after unlink prefab from root nodeError: [Scene] Node [aa] is a prefab child of prefabInstance [islands], it's not allowed to delete in current context, you can delete it in it's prefabAsset or do it after unlink prefab from root node
at PrefabManager.filterChildOfAssetOfPrefabInstance (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\prefab\index.ccc:1:3327)
at PrefabManager.filterChildOfPrefabAssetWhenRemoveNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\prefab\index.ccc:1:4031)
at GeneralSceneFacade.removeNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\general-scene-facade.ccc:1:11711)
at SceneFacadeManager.removeNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\scene-facade-manager.ccc:1:12400)
at step (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\ipc\web\ipc.ccc:1:748)
at C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\ipc\web\ipc.ccc:1:1617
at new Promise (<anonymous>)
2023-6-22 08:56:25 - warn: [Scene] can't create prefabAsset from a prefabNode inside a prefabInstanceError: [Scene] can't create prefabAsset from a prefabNode inside a prefabInstance
at NodeOperation.createPrefabAssetFromNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\prefab\node.ccc:1:20037)
at PrefabManager.createPrefabAssetFromNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\prefab\index.ccc:1:1023)
at GeneralSceneFacade.createPrefab (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\general-scene-facade.ccc:1:21884)
at SceneFacadeManager.createPrefab (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\scene-facade-manager.ccc:1:24394)
at step (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\ipc\web\ipc.ccc:1:748)
at C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\ipc\web\ipc.ccc:1:1617
at new Promise (<anonymous>)
2023-6-22 08:58:11 - error: [Scene] Failed to refresh the current sceneError: [Scene] Failed to refresh the current scene
at GeneralSceneProxy.softReload (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\scene\proxy\general-scene-proxy.ccc:1:4028)
at GeneralSceneFacade.softReloadScene (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\general-scene-facade.ccc:1:6832)
at SceneFacadeManager.softReloadScene (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\facade\scene-facade-manager.ccc:1:8472)
at C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\app.asar\builtin\scene\dist\script\3d\manager\prefab\index.ccc:1:2516
2023-6-22 08:58:11 - error: [Scene] Cannot read property '_prefab' of nullTypeError: Cannot read property '_prefab' of null
at expandPrefabInstanceNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:258982:29)
at eval (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:259007:11)
at Array.forEach (<anonymous>)
at expandPrefabInstanceNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:259006:23)
at applyMountedChildren (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:258762:13)
at expandPrefabInstanceNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:258999:7)
at eval (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:259020:9)
at Array.forEach (<anonymous>)
at expandNestedPrefabInstanceNode (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:259019:44)
at Scene._load (C:\Users\admin\Downloads\CocosCreator-v3.8.0-win-062117\resources\resources\3d\engine\bin\.cache\dev\editor\bundled\index.js:57971:13)
预制体的测试到此为止,不再进行测试,因为你们没法修复
引擎开发大佬们有没有黑科技可以用?我想在渲染进程用编辑器进程(场景脚本)的对象
我目前只想到插件面板嵌入编辑器再拿父级标签通过标签拿到全局对象一个办法,还没试过,或者有什么接口能拿到每个面板的标签元素?
,
3.8.0有些spine渲染异常。
,
这是3.7.2的渲染,显示正常
好像之前遇到类似的情况,切换一下premult预乘选项试试
说个建议,复制的prefab最好不要用下划线去添加命名后缀,因为大部分命名习惯可能在制作场景素材的时候都是用的_下划线链接。这个是制作组本身命名风格。比如rock_1。然后有rock_2,rock_3。或者rock1,rock2,rock3,按照现阶段cocos prefab复制后给的名字也是rock_1,或者是rock1_1,然后东西多了以后开发者很难去分辨到底用的那些素材,搜索的时候也是。因为cocos的命名后缀使用的连接符过于普遍,很容易撞车。最好是类似unity的括号这种非常见普遍连接符。哪怕是^,<>,()都行。unity是空格接括弧接复制编号。非常方便从hierarchy中看出那些是复制的。是复制的哪个的。反正就是一句话不要使用过于常见的连接符去命名。因为会和开发者的习惯撞车。
没有跨进程的黑科技,
好的,我们换个名字
我主要指的是在hierarchy里面复制预制体哦,在文件夹里面其实无所谓。
比如我有个预制体叫Tile_4x4x1和Tile_4x4x2. 然后在hierarchy先拖进去一个Tile_4x4x1形成Tile_4x4x1实例。然后在hierarchy里面复制这个实例后cocos命名就是Tile_4x4x2实例了,但是我有自己的Tile_4x4x2prefab。只是这个时候没有在hierarchy里面实例。但是将来是会有的。然后继续复制就变成了Tile_4x4x3,Tile_4x4x4,我完全不知道Tile_4x4x4到底是来自于我自己的Tile_4x4x1还是Tile_4x4x2.全乱套了。这种情况非常多。
在hierarchy中

在prefab文件夹中
![]()
for example:
Tile_4x4x1 (1)
Tile_4x4x1 (2)
Tile_4x4x1 (3)
Tile_4x4x1 (4)
Tile_4x4x2 (1)
Tile_4x4x2 (2)
这样会清晰很多
嗯嗯,明白!
mac 编辑器中编辑粒子,改改数值来回切换几次,就能占满八核
1::预制体P中有脚本A(属性b: B)将b更换类型b: number;然后删除B类。这个时候预制体就会一直残留错误,这个时候会导致所有用到预制体P的场景节点都出现错误,所有的都需要重新绑定类
2:模型动画事件编辑可不可以能拖动?编一下想调整下事件所在的帧都需要重新编辑,有些要细调的特别繁琐,强烈要求加一个
bundle下资源修改路径后,动态加载这个资源会出现加载不到,发现是移动资源路径后,内存中的资源路径信息没更新
第一个预制体的问题,你把预制体P里的组件属性重置一下,其他预制体就不会报错了。
这个问题已记录,会在下个版本修复



