@EndEvil
Awesome work!!
I will immediately start testing your solution on top of our games and report back!
@EndEvil
Awesome work!!
I will immediately start testing your solution on top of our games and report back!
We also replied in English forum
Works like a charm! I only tested the above 2.2 version on 2.3.3 verison of CC. I did comparions with before and after and compared iOS14 to iOS13 with this update and it is completely compareable.
I am extremely thankful for your swift action here and finding out this in such a short notice!
Full 5 stars from me for the whole Cocos Creator team!
1.x版本呢
同问下大佬,1.0的解决方案
可以,经过修改,我们项目比之前流畅了
引擎版本2.3.0 采用
const isIOS14Device = cc.sys.os === cc.sys.OS_IOS && cc.sys.isBrowser && cc.sys.isMobile && /iPhone OS 14/.test(window.navigator.userAgent);
if (isIOS14Device) {
cc.MeshBuffer.prototype.checkAndSwitchBuffer = function (vertexCount) {
if (this.vertexOffset + vertexCount > 65535) {
this.uploadData();
this._batcher._flush();
}
};
cc.MeshBuffer.prototype.forwardIndiceStartToOffset = function () {
this.uploadData();
this.switchBuffer();
}
}
提示 undefined is not an object (evaluating cc.MeshBuffer.prototype)?
我们用的是2.0.9用文中的方式修改引擎。修改后帧率是提上高了。不过出现了新的问题,有些spine动画会渲染不出来。不知道还有没有其它方式可以修复掉帧的问题。
这段代码在哪儿写的?
查看了一下打印,spine动画不显示是因为报了这个错,console.error(‘Failed to update data, bytes exceed.’);
修改的是哪个文件夹下的文件?
有demo么?
mesh-buffer.js 的改动是在 destroy 方法中把 array
的迭代方式改成 for in
, 这样做有什么特别的原因吗?
呃不好意思,原来是我合并过更新版本的mesh-buffer。。。
什么版本?
2.3.2
确定是这个改动引入的么?