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Upgraded to VS 2019 - Now the MonoGame Extension is Broken

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@iwotastic wrote:

So I opened up VS 2017 for Mac to do something with MonoGame and got prompted with the "do you want to update?" screen, thinking it wouldn't hurt anything, I clicked update and when it finishes I now have VS 2019 and at first I don't think anything of it until I go to create a new project and the MonoGame section is missing from the template list. So I open up the extension list to see this listed for MonoGame's extension:

I tried updating and reinstalling both MonoGame and Mono with Homebrew to no avail. Any suggestions on how to fix would be greatly appreciated. I would also be happy to provide any extra information to help solve the problem.

Thanks,
@iwotastic

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MonoGame templates are missing in VS 2019 for Mac

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@Fox9 wrote:

How can I create a new MonoGame project in VS 2019 for Mac? I have installed MonoGame 3.7.1 for MacOS but the templates are missing in Visual Studio.

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How can I use a develop branch on my Mac?

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@Fox9 wrote:

I have downloaded the latest MonoGame develop branch from github but I don't know how to use/install it on my Mac because there is no installer in the develop branch folder. I want to create a new iOS and Android solution in Visual Studio Community for Mac. How can I create a new iOS/Android solution with the develop branch?

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DESKTOPGL - Black screen on MacOS

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@LadyApoLLo wrote:

We have a game that has already been launched for a while, and that currently runs normally on Windows and Linux:

store.steampowered.com/app/389170/Songs_for_a_Hero__A_Lenda_do_Heri/

But when running on MacOS, it only displays a black screen, despite textures loading successfully, audio playing in the background and it responding to input.

The game renders using the DESKTOPGL graphics pipeline of monogame. While trying to figure out why this is happening, we saved the contents of the render target to an image to see if it was being drawn correctly. It shows the image of the game perfectly, but still, it seems it never ends up on the screen. Calling GraphicsDevice.Clear(Color.red) still yields a black screen too.

For context, this is our draw loop:

protected override void Draw(GameTime gameTime)
{
    //This is responsable to fill the render textures, and it does it without any problems
    SceneManager.Draw(SpriteBatch);

    GraphicsDevice.SetRenderTarget(null);
    GraphicsDevice.Clear(Color.Red);

    SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Resolution.GetTransformationMatrix());
    Resolution.BeginDraw();

    SpriteBatch.Draw(FinalRenderTarget, Vector2.Zero, Color.White);
    SpriteBatch.Draw(HudRenderTarget, Vector2.Zero, Color.White);

    SpriteBatch.End();

    base.Draw(gameTime);
}

We tried updating the libs and dependencies that monogame and desktopgl need for MacOS, but to no avail. We also tried compiling the latest version of SDL to MacOS, since it seemed the black screen issue was reported in some boards as a problem with SDL.

This started happening sometime after we upgraded from monogame 3.5 to 3.7.1. Previously, the game displayed correctly on Mac and Linux.

At this moment, we are running out of ideas of why it is not showing up on screen, so we're looking for help from someone more experienced or that has run into this issue.

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Is MonoGame currently impossible to install on MacOS? (edit: installed! But the Pipeline Tool won't start)

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@doroppe wrote:

Hi!

TL;DR: I, too, have been trying to get MonoGame to work on my Mac with no success. (Mojave 10.14.6)

First I tried following the official installation instructions, which as has been pointed out lead to installing incompatible versions of MonoGame and Visual Studio.

Then I tried downgrading to Visual Studio 2017, and was finally able to create a project (since the project templates finally showed up). However, I couldn't get any project to compile, because of the same error as this person, which is apparently because Visual Studio 2019 (so I assume 2017 too) does not support Mono 6.0.

So I downgraded to Mono 5.18.1.3, and now get

Error MM0001: This version of Xamarin.Mac requires Mono 6.0.0.176 (the current Mono version is 5.18.1.3).

Conclusion: unless at least one of my sources is incorrect, there exists no compatible combination of MonoGame + Visual Studio for Mac + Mono that is currently available.

Am I missing something, or would that be correct? I would love to use MonoGame, but I have already spent a couple days trying to install it unsuccessfully, and would much rather believe it's just me being stupid than assume that it is actually currently impossible to install.
Any help is much appreciated!

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MacOS: Importer 'WavImporter' had unexpected failure

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@TalviT wrote:

Hello!

I am new to MonoGame and have the problem that when I try to import audio files, my program does not compile (Importer 'WavImporter' had unexpected failure).
I work on MacOS with the Rider IDE.
I have already read this and this article. My project files are readable from outside and the supplied ffmpeg and ffprobe files are executable, but the error still remains.

Thanks in advance for your help.

Here is the full error message:

fp-10-126-130-113:content jaschahettich$ /Library/Frameworks/Mono.framework/Versions/Current/bin/mono /Users/jaschahettich/.nuget/packages/monogame.content.builder/3.7.0.4/build/MGCB/build/MGCB.exe /@:/Users/jaschahettich/RiderProjects/MonoGameDesktopGLGame/MonoGameDesktopGLGame/Content/Content.mgcb /platform:DesktopGL /outputDir:bin/DesktopGL/Content /intermediateDir:obj/DesktopGL/Content
Build started 10/29/2019 6:05:35 PM

/Users/jaschahettich/RiderProjects/MonoGameDesktopGLGame/MonoGameDesktopGLGame/Content/Audio/Logo_hit.wav
/Users/jaschahettich/RiderProjects/MonoGameDesktopGLGame/MonoGameDesktopGLGame/Content/Audio/Logo_hit.wav: error: Importer 'WavImporter' had unexpected failure!
Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException: Failed to open file Logo_hit. Ensure the file is a valid audio file and is not DRM protected. ---> System.InvalidOperationException: ffprobe exited with non-zero exit code.
  at Microsoft.Xna.Framework.Content.Pipeline.Audio.DefaultAudioProfile.ProbeFormat (System.String sourceFile, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType& audioFileType, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFormat& audioFormat, System.TimeSpan& duration, System.Int32& loopStart, System.Int32& loopLength) [0x0001c] in <21694ce2bd7a4add8c34ca22998e7694>:0 
  at Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent..ctor (System.String audioFileName, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType audioFileType) [0x00015] in <21694ce2bd7a4add8c34ca22998e7694>:0 
   --- End of inner exception stack trace ---
  at Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioContent..ctor (System.String audioFileName, Microsoft.Xna.Framework.Content.Pipeline.Audio.AudioFileType audioFileType) [0x0023b] in <21694ce2bd7a4add8c34ca22998e7694>:0 
  at Microsoft.Xna.Framework.Content.Pipeline.WavImporter.Import (System.String filename, Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext context) [0x0003f] in <21694ce2bd7a4add8c34ca22998e7694>:0 
  at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1[T].Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import (System.String filename, Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext context) [0x0001c] in <21694ce2bd7a4add8c34ca22998e7694>:0 
  at MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent (MonoGame.Framework.Content.Pipeline.Builder.PipelineBuildEvent pipelineEvent) [0x00079] in <21694ce2bd7a4add8c34ca22998e7694>:0

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Can't build DesktopGL (core) project in OSX

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@Jmx wrote:

Project Type: DesktopGL - Dotnetcore
Built by one developer in Windows 10

Opening project in VS 2019 on OSX with dotnetcore installed is fine.

Fails on build due to "TextureImporter" unexpected error: libfreeimage.dylib not found. Error MSB3073.

I don't see libfreeimage.dylib within the ~/.nuget/packages/monogame.content.builder/3.7.0.4/build/MGCB/build/

Any advice?

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After using "dotnet publish" game crashes on Mac only

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@nightblade wrote:

Hi,

I just published my game on itch.io. Someone downloaded and ran it on Mac, and said that it crashes when they double-click it; however, it runs fine if they open a terminal and run ./AliTheAndroid after chmod +xing it.

The only information I have is from this tweet:

By clicking on the exec this appears:

AL lib: (WW) GetProcPath: Failed to readlink /proc/self/file: No such file or directory
AL lib: (WW) alc_initconfig: Failed to initialize backend "jack"

My publication process is not complicated. I run dotnet publish -c Release -r 'osx-x64', zip it, and ship it.

The same process, with Windows and Linux builds, works fine.

Did I do something wrong / how can I fix this?

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DesktopGL vs MacOSX Frameworks

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@BitBull wrote:

Hi,

After getting stuck in the now-familiar hole whereby everything breaks after a necessary update I managed to track the issue down to a disparity between the MonoGame project type being set as DesktopGL whilst I was referencing the MacOSX version of the framework.

What are the differences between the MacOSX and DesktopGL versions - is one preferable? I thought I was using MacOSX all along but, going back through the .csproj history in GIT it seems that was not the case!

cheers

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Issues with MACOs

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@denmarkthomas29 wrote:

I am trying to port my project to MAC but sadly I think I am going to have to give up and cancel the contract with the client. I have to run the latest MacoS which means I have to use visual studio 2019. If I use the pipeline I get OS X/ffprobe not found on the mac then on windows with the project type set to MOC Os i get System.IO.InvalidDataException: 'Could not determine container type!' I have tried changing the sample rate and quality but no success.

I appreciate Monogame is developed by a very talented bunch of guys who spend alot of there spare time doing this. I do feel though at the moment the mac should be dropped as a platform until it supports the latest MacOs and visual Studio which is such a shame as I love the project and have been using it and talking to the community for about 7 years

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Can't open Pipeline on macOS Catalina 10.15.3

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@Meorge wrote:

I was excited to start learning MonoGame on my Mac, but I'm currently unable to get the Pipeline application to open. When I try to launch it, the icon shows up very briefly in the Dock before disappearing. When I try to open it from the Terminal, I get the following message:

LSOpenURLsWithRole() failed for the application /Applications/Pipeline.app with error -10810.

Does anyone if there is a way to fix this?

Thanks

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DotneTemplate not working on Mac OS X

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@edu_crod wrote:

Hi,

I had some problems using dotnet template for Mac using dotnet core sdk.

The csproj file in the path below seems to be wrong.

ProjectTemplates/DotNetTemplate/MonoGame.Templates.CSharp/content/MonoGame.Application.DesktopGL.CSharp/MGNamespace.csproj

I'm not sure but in my case worked only when I change de code below.

  
<ItemGroup>            
    <PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*" />           
    <PackageReference Include="MonoGame.Content.Builder" Version="3.8.*" />            
</ItemGroup>

to the code below

<ItemGroup>
    <PackageReference Include="MonoGame.Framework.DesktopGL.Core" Version="3.8.0.2" />    
    <PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.7.1.189" />    
    <PackageReference Include="MonoGame.Content.Builder" Version="3.7.0.9" />  
</ItemGroup>

MonoGame.Content.Builder has not 3.8.* version in nuget.
MonoGame.Framework.DesktopGL has not version 3.8.* in nuget.
MonoGame.Framework.DesktopGL.Core is needed.

If I'm right I can correct the code on github.

Thanks.

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Monogame OSX missing dependencies

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@Wouter_Willems wrote:

Hi,
I just installed visual studio 2019, and added the monogame extension for it, all for MACOSX.
However, when I try to activate the extension, it tells me that dependencies are missing.

Where can I find these? How do I install them? Would love some help on this.

Thank you!

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dotnet CLI's default template directory on mac

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@samba wrote:

When running template installing command like dotnet new --install MonoGame.Templates.CSharp, in which directory does this template files actually reside by default (macOS 10.15)?

My goal is to create a MonoGame project from dotnet CLI, bring it to VS 2019, and code on it. I know there is an issue with MonoGame templates and VS2019, and I am trying to find a workaround on VS2019 on mac.

I know this is not really a question for monogame, but it is hard to find any info online. Any help would be appreciated!

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Content Pipeline tool cannot open Content.mgcb files

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@noponn800alt wrote:

When I build and run a project, it works well, but when I want to add content to my game, the pipeline tool says "The document Content.mgcb could not be opened. Pipeline.MacOS cannot open files of this type" when I double click on it. What can I do to fix this? By the way, it says the version of the pipeline is 3.3 if that is helpful.

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Mac Fullscreen Behavior Weirdness

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@DragonZBW wrote:

I'm having a strange issue with fullscreen behavior on Mac OS X (Mojave 10.14.5 to be specific). I'm using Window.AllowUserResizing = true; to allow users to resize the window. This also allows the use Mac OS X's yellow minimize button and green maximize button. Clicking the maximize button puts the application in full screen (the intended behavior), but when trying to exit fullscreen, that green button is now greyed out. In addition, using ctrl-cmd-F to switch back to windowed mode doesn't work, although it works for switching from windowed mode to fullscreen mode. Here are some images of the issue:

(The application in windowed mode -- the buttons at the upper left are all available)
(The application in fullscreen mode -- the minimize and maximize buttons are no longer available).

I'm hoping there's a simple solution to this that will either allow me to disable those buttons and just use a keyboard shortcut for fullscreen switching, or that there's a way to make those buttons enabled when in fullscreen mode as well.

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on Mac model importer sample

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@Flipster_World wrote:

hello I need some help the importer for obj models is not showing up at the importer list or the processor list in the pipeline tool on Mac
it is a direct convert of microsoft modelimportersample from app hub for wavefront obj files
or if anyone hav an importer for working with wavefront obj files direct in monogame with out the content pipeline that is okay

so my game zombies night out from windows phone can get finish iOS,tvos,mac is the only missing platform I am programming on Mac now an the pipeline tool and visual studio will only compile textfonts and sprite texture not any 3d stuff on Mac

tank you
Michael hansen

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macOS Incorrect Working Directory

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@Kimimaru wrote:

I'm in the process of porting my game to macOS. I'm cross compiling from a DesktopGL application built in .NET Framework 4.7.2 with the mono-5.18.0-osx-10.9-x64 runtime via mkbundle. On Windows and Linux everything is okay, but on macOS it has an incorrect working directory only when double-clicking to run the executable. If I run it via the terminal, it's fine. The incorrect working directory causes it to crash since it's looking in the wrong place to load SDL or any other native libraries/files.

I've tried about everything:

  • System.IO.Directory.GetCurrentDirectory() - home folder
  • System.AppContext.BaseDirectory - home folder
  • System.Diagnostics.Process.GetCurrentProcess().StartInfo.WorkingDirectory - empty string
  • System.IO.Path.GetDirectoryName(typeof(CrashHandler).Assembly.Location - empty string
  • AppDomain.CurrentDomain.DynamicDirectory - empty string
  • System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase) - home folder

The actual executable is in ~/Desktop/Folder, but everything either points to the home folder or is an empty string for some reason beyond me. For reference, I'm calling all of these in Main() in Program.cs (nowhere else would work due to the crash). Any ideas on fixing this issue?

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MGCB Editor Mac Icon

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@jnoyola wrote:

On the develop branch, when I build the new MGCB Editor Mac app, it has some default icon instead of using the App.icns icon. When I open the app contents, Info.plist still says the following, but it doesn’t appear to be respected.

	<key>CFBundleIconFile</key>
	<string>App</string>

@cra0zy do you know about this? One of the few things remaining before I open my PR.

I just checked and it’s the default Eto.Mac icon, but the App.icns file in the app contents has the correct MG icon.

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Mac callbacks

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@denmarkthomas29 wrote:

I have managed to get 90% of my app done for the mac I am stuck on one issue. I want to implement mac login but can not find a way to get a call back when the auth is complete I know this is possible in mac with the normal NSApplication but dont have access to that of the deleegate class has anyomnegot any ideas?

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