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Praise and review

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@denmarkthomas29 wrote:

Firstly I would like to add my massive thanks for the whole team for the massive effort and support they give into the community. I have posted a couple of question over the mac version over the last few months and have now decided to park the mac part of my app. I can fully understand where Mac version sits in priorities but here are my comments on what would turn Mono MAC into a world beater it works but is the comment and all it needs is to fit with the overall architecture of MAC it needs proper vs 2019 integration and yes I know its coming but also needs an easy simple way to use an AppDelegate once this is supported out of the box I can not see any reason why a lot of unity(ahem I hate it) developers won’t switch. Please do not think I am being negative as I honestly believe the work the community is doing is top notch and once I have my current workload down I will be forking and developing what is needed

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[Solved] Runnable file on OSX MKBundle

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Hi,

I have a noob question: Apogees in advanced if I’m in the wrong place and for bothering you all fine folks. I made a executable x86_64 for OS X with MKBundle using this guide https://www.mono-project.com/docs/tools+libraries/tools/mkbundle/ and it works great if i type ./MyFile but if i try to run it from finder using the terminal it fails to load the dll files in the folder.

Its like its not running from the path. If i copy the path and past it in a new terminal window it works. Am i missing something obvious? or do i have the same problem as this: Failed to load SDL library when running game on Mac

If so is my only option to compile monogame?
How do you all make a release version of your Monogame projects on OS X?

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[SOLVED] Pipeline Tool Crashes on macOS.

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I’m unsure whether I’ve posted this to the correct category or not, however, I’ve set up my environment for MonoGame on macOS and though everything works as intended the Pipeline Tool seems to crash on launch. If I run the .app file from my Applications Folder it closes instantly, if I run it from the Terminal using: open -a Pipeline the error that I receive is: LSOpenURLsWithRole() failed for the application /Applications/Pipeline.app with error -10810..

I have of course installed Mono, and as aforementioned everything works as intended but the Pipeline Tool. I’m confused as to why this is occurring.

  • macOS Catalina 10.15.4
  • Mono JIT Compiler 6.8.0.105 (also tried with 6.6.0.166).

Any help with be very much appreciated.

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The Monogame extension is incompatible with current Visual Studio for Mac

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The extension refuses to load because it’s compiled against MonoDevelop 7.3.3, which is now several years old. The current version is 8.6.

Older versions are not available to download, so it seems pretty crucial to update the plugin once in a while.

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I can’t find MonoGame in Visual Studio 2019 Extension on MacOS.

'libfreetype6' error - MonoGame 3.7 on MacOS Mojave

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So I’ve been stuck on this issue for a few weeks now, and I’m wondering if anybody is able to assist. Basically, when I try to build a project containing SpriteFonts, I’m met with a ‘FontDescriptionProcessor’ error(Listed below). I’ve tried using Visual Studio Code, VS 2019 and 2017, with MonoGame 3.6, 3.7, and 3.7.1 and all have the same issue. This is happening on my Retina 15" Mid-2012 Macbook Pro, but whats unusual is that I did the exact same process on my 2009 White Macbook both running Mojave, and it worked out of the box. Surely there must be some sort of solution, other than manually rendering the fonts with Texture2D’s, which is what I am currently doing.
Thanks in advance.

Here is the terminal output:

Restore was successful.
/Users/user/Documents/Projects/RPG/Content/fontNormal.spritefont
Building Font /Users/user/Documents/Projects/RPG/Content/Modum.ttf
/Users/user/Documents/Projects/RPG/Content/fontNormal.spritefont : error : Processor ‘FontDescriptionProcessor’ had unexpected failure! [/Users/user/Documents/Projects/RPG/RPG.csproj]
System.DllNotFoundException: Unable to load shared library ‘freetype6’ or one of its dependencies. In order to help diagnose loading problems, consider setting the DYLD_PRINT_LIBRARIES environment variable: dlopen(libfreetype6, 1): image not found
at SharpFont.FT.FT_Init_FreeType(IntPtr& alibrary)
at SharpFont.Library…ctor()
at Microsoft.Xna.Framework.Content.Pipeline.Graphics.SharpFontImporter.Import(FontDescription options, String fontName) in C:\BuildAgents\MonoGameWin1\work\f7381a85a626990\MonoGame.Framework.Content.Pipeline\Graphics\Font\SharpFontImporter.cs:line 29
at Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.ImportFont(FontDescription options, Single& lineSpacing, Int32& yOffsetMin, ContentProcessorContext context, String fontName) in C:\BuildAgents\MonoGameWin1\work\f7381a85a626990\MonoGame.Framework.Content.Pipeline\Processors\FontDescriptionProcessor.cs:line 186
at Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.Process(FontDescription input, ContentProcessorContext context) in C:\BuildAgents\MonoGameWin1\work\f7381a85a626990\MonoGame.Framework.Content.Pipeline\Processors\FontDescriptionProcessor.cs:line 82
at Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(Object input, ContentProcessorContext context) in C:\BuildAgents\MonoGameWin1\work\f7381a85a626990\MonoGame.Framework.Content.Pipeline\ContentProcessor.cs:line 60
at MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent(PipelineBuildEvent pipelineEvent) in C:\BuildAgents\MonoGameWin1\work\f7381a85a626990\MonoGame.Framework.Content.Pipeline\Builder\PipelineManager.cs:line 717
Skipping /Users/user/Documents/Projects/RPG/Content/grass16.png
/Users/user/.nuget/packages/monogame.content.builder.task/3.8.0.1375-develop/build/MonoGame.Content.Builder.Task.targets(269,5): error MSB3073: The command “dotnet tool run mgcb /quiet /@:”/Users/user/Documents/Projects/RPG/Content/Content.mgcb" /platform:DesktopGL /outputDir:"/Users/user/Documents/Projects/RPG/Content/bin/DesktopGL/Content" /intermediateDir:"/Users/user/Documents/Projects/RPG/Content/obj/DesktopGL/Content" /workingDir:"/Users/user/Documents/Projects/RPG/Content/"" exited with code 1. [/Users/user/Documents/Projects/RPG/RPG.csproj]
The terminal process “dotnet ‘build’, ‘/Users/user/Documents/Projects/RPG/RPG.csproj’, ‘/property:GenerateFullPaths=true’, ‘/consoleloggerparameters:NoSummary’” terminated with exit code: 1.

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How can I make the window titlebar color the same as the system color theme? (Mac OS)

Incomplete workaround for: System.DLLNotFountException: Unable to load shared library 'freetype6' on MacOS Catalina when trying to use fonts.

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Please bear with me, I only installed MonoGame today on my Mac, got very frustrate and came across the above error when trying to use the command:

dotnet tool run mgcb Content.mgcb

This made it impossible to render fonts as far as I know. Playing around and setting the environment value DYLD_PRINT_LIBRARIES
I discovered the libfreetype6.dylib file was broken(located under /Users//.nuget/packages/dotnet-mgcb/3.8.0.1375-develop/tools/netcoreapp3.1/any on my MacBook.

The workaround I found is very jank. I litterly did a

  • brew upgrade freetype (probably not relevant)
  • Located the following file libfreetype.6.dylib in finder
  • purged the broken libfreetype6.* files in the /tools/netcoreapp3.1/any folder and replaced the with the files asociated with libfreetype.6.dylip I found in finder
  • note the working version has a dot, I renamed the libfreetype.6.dylip file to match the old one.

These steps solved the error for me and I am able to render fonts now.

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macOS XBox Controller (Bluetooth) Mapping Monogame 3.8

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Just recently synced my XBox controller via Bluetooth in macOS and noticed that some of the inputs don’t seem to map correctly when I’m testing. These inputs do work properly when running in Windows. Here is where I am seeing the inputs mapping to in macOS:

A = A
B = B
X = Y
Y = Left Shoulder
Left Shoulder = Back
Left Trigger = Right
Right Shoulder = Start
Right Trigger = Right Analog
Left Analog Stick = works as expected
Right Analog Stick = Y axis detecting as X axis, X axis detecting as Left trigger
Left Analog Stick Push In = nothing
Right Analog Stick Push In = nothing

Anyone else having this problem?
I am using GamePad.GetState(PlayerIndex.One) and analyzing the GamePadState.

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What is needed to make a file runnable?

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I sent a published project to a friend who is using Mac OSX. Unfortunately the file would not run. A message pops up basically saying no executable file is found for the file to open it with.

Anybody here who knows what steps are needed to run a MonoGame application on Mac OSX?

Maybe it is a security thing because I am not a registered Apple dev?

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Steamworks.Net and Adding Native References to 3.8 Projects

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Hi,

I am trying to migrate to 3.8 (new project) and am running into a runtime error DllNotFoundException ‘Unable to load ‘steam_api’ or one of its dependencies.’

I suspect that this is because the libsteam_api native reference that Steamworks.Net requires has not been included in my project but i can’t for the life of me figure out how to add a native reference to this project. The option just isn’t there.

Can anyone help? Is it because the new MacOS templates target .Net Core?

cheers

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[SOLVED] 3.8 Results in Dog Slow Performance And Repeated Exceptions

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Hi,

So - I’ve got my MacOS build running on 3.8. Everything seems to work apart from the fact it runs dog slow (about one to two frames per second)!

A possible culprit is the endless exceptions that I’m seeing…

Exception thrown: ‘System.ArgumentNullException’ in System.Private.CoreLib.dll

…not a whole lot to go on there! Does anyone happen to have an idea what might be occurring?

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Spritefonts won't build on Mac OS X for Desktop GL. (Exited with code 134)

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I am a beginner using Monogame with Visual Studio for Mac. I have all packages installed and aren’t using any extensions such as Monogame.Extended.

My problem is that Spritefont files won’t build properly when building for DesktopGL. For example, I can build the Core Project for the example platformer game Monogame provides (Available at https://github.com/MonoGame/MonoGame.Samples.git), but can’t build for DesktopGL.

This problem occurs specifically with Spritefonts. Other file types build perfectly fine. Whenever I build a game using Spritefonts for DesktopGL, I always get the same error below.

/Users/Family/.nuget/packages/monogame.content.builder.task/3.8.0.1641/build/MonoGame.Content.Builder.Task.targets(5,5): Error MSB3073: The command "dotnet /Users/Family/.nuget/packages/monogame.content.builder.task/3.8.0.1641/build/../tools/netcoreapp3.1/any/mgcb.dll /quiet /@:"/Users/Family/Projects/MonoGame.Samples-develop/Platformer2D/Platformer2D.Core/Content/Platformer2D.mgcb" /platform:DesktopGL /outputDir:"/Users/Family/Projects/MonoGame.Samples-develop/Platformer2D/Platformer2D.Core/Content/bin/DesktopGL/Platformer2D" /intermediateDir:"/Users/Family/Projects/MonoGame.Samples-develop/Platformer2D/Platformer2D.Core/Content/obj/DesktopGL/Platformer2D" /workingDir:"/Users/Family/Projects/MonoGame.Samples-develop/Platformer2D/Platformer2D.Core/Content/"" exited with code 134. (MSB3073) (Platformer2D.DesktopGL)

I’ll also have this window pop up.

Double clicking on the error message will send me to: /Users/Family/.nuget/packages/monogame.content.builder.task/3.8.0.1641/build/MonoGame.Content.Builder.Task.targets at line 138.

I used to workaround this problem by building the spritefont to an .xnb and .mgcontent file with Monogame on a Windows computer, then bring it back to my Mac. Unfortunately, my Windows computer decided to give up the ghost (it was pretty crappy anyway) so this isn’t possible anymore.

This has been a pain for months so any responses are appreciated!

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Switch pro controller not recognized on MAC

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Hi, I am developing on macOS and I have been using a PS4 controller wired. This is all working great! However, I can not get my switch pro controller to be recognized. I am connecting that one via bluetooth. Other tools do recognize the controller just fine, but Monogame doesn’t seem to find that controller. I am using DesktopGL. What can I do to make the switch pro controller work?

edit: just checked if I can make it work with a PS4 controller WIRELESS. That also works without any problem. But whatever I try, I can’t get my switch pro controller to work.

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Getting 'Unable to retrieve OpenGL version' with macOS Catalina & MonoGame 3.8

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Hi everyone :smile:

I’m having trouble getting started with MonoGame 3.8 on macOS Catalina. I’m following the Getting Started guide but I’m getting an Unable to retrieve OpenGL version error when trying to run the game. As in the tutorial, I’ve selected a MonoGame Cross Platform Desktop Project.

The exact error when trying to run the application is this:

Unhandled exception. Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Unable to retrieve OpenGL version
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice.PlatformSetup()
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Setup()
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, GraphicsProfile graphicsProfile, Boolean preferHalfPixelOffset, PresentationParameters presentationParameters)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice(GraphicsDeviceInformation gdi)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice()
   at Microsoft.Xna.Framework.Game.DoInitialize()
   at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
   at MyGame.Program.Main() in /Users/martin/Code/monogame/MyGame/Program.cs:line 11

This is the current installed version:

  MonoGame.Templates.CSharp
    Details:
      NuGetPackageId: MonoGame.Templates.CSharp
      Version: 3.8.0.1641
      Author: MonoGame Team
    Templates:
      MonoGame Android Application (mgandroid) C#
      MonoGame Cross-Platform Desktop Application (OpenGL) (mgdesktopgl) C#
      MonoGame iPhone/iPad Application (mgios) C#
      MonoGame Windows Universal Application (CoreApp) (mguwpcore) C#
      MonoGame Windows Universal Application (XAML) (mguwpxaml) C#
      MonoGame Windows Desktop Application (Windows DirectX) (mgwindowsdx) C#
      MonoGame NetStandard Library (mgnetstandard) C#
      MonoGame Pipeline Extension (mgpipeline) C#
      MonoGame Shared Library Project (mgshared) C#
    Uninstall Command:
      dotnet new -u MonoGame.Templates.CSharp

And here’s my dotnet information:

➜ dotnet --info
.NET Core SDK (reflecting any global.json):
 Version:   3.1.405
 Commit:    65f9d75b1c

Runtime Environment:
 OS Name:     Mac OS X
 OS Version:  10.15
 OS Platform: Darwin
 RID:         osx.10.15-x64
 Base Path:   /usr/local/share/dotnet/sdk/3.1.405/

Host (useful for support):
  Version: 3.1.11
  Commit:  f5eceb8105

.NET Core SDKs installed:
  3.1.405 [/usr/local/share/dotnet/sdk]

.NET Core runtimes installed:
  Microsoft.AspNetCore.App 3.1.11 [/usr/local/share/dotnet/shared/Microsoft.AspNetCore.App]
  Microsoft.NETCore.App 3.1.11 [/usr/local/share/dotnet/shared/Microsoft.NETCore.App]

Any nuggets of information would be super appreciated!

Thanks!

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How to distribute game to a Mac using MonoKickstart

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Couldn’t find any posts that help.

I’m trying to distribute my game to a Mac.

Using flibitijibibo’s MonoKickstart, and the guide here.

When I copy over my game’s contents do I just copy over what was generated when I run my game (openGL) in Release mode or do I have to use the dotnet publish (from the monogame docs)

Why does the dotnet publish command on my small 2D game turn it into 100MB+, and generates a lot of DLLs (do I need them all? even if I’m not using half of them) that I previously didn’t see running the game in Release mode

When I run my game in Release mode I get far fever files
A bunch of .runtimeconfig.dev.json, .runtimeconfig.json, MonoGame.Framework.dll, MyGame.exe and some runtime folder
Do I just copy over all of this into my MyGame.app\Contents\Resources folder?
What do I do with the runtime folder? (that has a \osx folder)

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App packaging for Mac, The application "YourGame" can't be opened.

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Hello, so I’ve followed the steps for .app packaging listed here… Package games for distribution | MonoGame Documentation

And no matter what I try the app package simply will not open.

I’ve built an empty OpenGL cross-platform project on windows, as well as mac, titled it “YourGame”, copied the plist file. Setup the folders as stated… and can’t seem to get it to work.

I’m on MacOS Catalina 10.15.3
2.26 GHz Intel Core 2 Duo
8 GB 1067 MHz DDR3
NVIDIA GeForce 9400 256 MB

I can create and run an empty project on my Mac. I can run the osx build built through windows through the terminal with ‘dotnet YourGame.dll’

I’ve even tried the FNA listed route here with mono kickstart, 3: Distributing FNA Games · FNA-XNA/FNA Wiki · GitHub

But all with the same result and no idea what I’m doing wrong.

The only other option I’ve found that I haven’t tried yet is mkbundle, Creating self-contained applications with MKBundle | Mono

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Trying to open content pipeline on Mac

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I am trying to move a project fro 3.7 to 3.8 I get the message Error: Processor ‘RemoteEffectProcessor’ had unexpected failure! This is a nugget package to import effects on the Mac. What am I doing wrong

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MGCB can't build SpriteFont (Workaround)

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Hi guys, I’m a Mac user and just had some hard time getting Spritefonts to work on my game. As I couldn’t find a fix, I started to search for any fixes/workarounds.

The error happens when trying to build Spritefonts through MGCB-Editor, it suddenly stops, giving me a dotnet error. Cliked on report and noticed this error:

“Dyld Error Message:
Symbol not found: ____chkstk_darwin
Referenced from: /Users/USER/*/libfreetype6.dylib (which was built for Mac OS X 10.15)
Expected in: /usr/lib/libSystem.B.dylib”

From what I can understand, I wonder if the freetype lib that’s currently installed on my Mac was actually built from source in another Mac with an OS version (10.15) higher than what I’m currently using (10.13.6 - High Sierra), which could explain this incompatibility?

I could download the source of freetype lib from their official website and build it against High Sierra to see if can fix this issue but I’m really afraid to mess up with the system so instead I was able to find a workaround:

https://github.com/rds1983/FontStashSharp is one of them, but I couldn’t make it work yet :frowning:

Another one was just downloading an already built “Font.xnb” file (found one here in this github page):
https://github.com/CartBlanche/MonoGame-Samples

You can find it specifically on: https://github.com/CartBlanche/MonoGame-Samples/blob/master/CollisionSample/Content/Font.xnb

And just place it in your

gameProject/bin/Debug/netcoreapp…/Content/

folder. Now just follow this tutorial (Just go straight to “Using the Sprite Font” part):

http://rbwhitaker.wikidot.com/monogame-drawing-text-with-spritefonts

And just build/run your game. You can’t change its size, but it works, as I’m interested for debugging purposes. But I’m yet to find how to fix this issue with MGCB + Spritefonts so I appreciate if anyone can help ˆ_ˆ

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SpriteFont Doesn't Work on Mac

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I’m using Visual Studio 2019 on Mac and adding a SpriteFont Description always causes a build error. I have verified this with several different projects. I’m using add → new in the Monogame Content Editor to add the Sprite Font Description and the file shows up in the project and it is also visible in the Content.mgcb file, but it’s XML lines are in red when viewed in a text editor. Here’s the build error when I build:

Does anyone have any suggestions? Has anyone been able to use Sprite Font Descriptions on Visual Studio for Mac. Below is my Content.mgcb file. The project runs if the Spritefont section is deleted.

#----------------------------- Global Properties ----------------------------#

/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False

#-------------------------------- References --------------------------------#

#---------------------------------- Content ---------------------------------#

#begin earth.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:earth.png

#begin Score.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Score.spritefont

#begin shuttle.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:shuttle.png

#begin stars.jpeg
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:stars.jpeg

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