Run empty project on iOS


#1

With Xenko 2.1.0.3/VS2017, I want to run the most basic Xenko project on iOS. And it fails.

Step of reproduce:
I create a “new game”, I compile & run it on Windows from Xenko game studio, I then click on the “teapot” icon in the asset view, it creates ok the effect compile log file.
Then I open the solution in VS, in info.plist I set a working bundle ID & provisioning profile, I select iOS project as start project, select an iOS emulator and hit F5.

Expected : Sample runs on iOS simulator.

Result : project is compiled, deployed on iOS Simulator. But then remains black.
Following lines are written in output:
2017-11-08 23:18:23.164 YaduMaps[47194:25319949] [RouterClient]: Error: Could not connect to connection router using mode Listen. SiliconStudio.Xenko.Engine.Network.SimpleSocketException: Connection router did not connect back to our listen socket
at SiliconStudio.Xenko.Engine.Network.RouterClient+<>c.b__5_0 () [0x000e8] in <6f77d27b107546639481dbcc9e9f963c>:0
2017-11-08 23:18:23.165 YaduMaps[47194:25319949] SiliconStudio.Xenko.Engine.Network.SimpleSocketException: Connection router did not connect back to our listen socket
at SiliconStudio.Xenko.Engine.Network.RouterClient+<>c.b__5_0 () [0x000e8] in <6f77d27b107546639481dbcc9e9f963c>:0

How to make a “new game” project run on iOS simulator?
This is super basic.
Please Xenko explain what step is missing (if any)


#2

Please Xenko could you take a look at this?
What means this “connection to router” that fails, and what should I try to solve it? Do you have a check list?

There is nothing about connection router in manual (or could not find it). There was something before (http://doc.paradox3d.net/1.2/?page=HOWTO%3A+Generate+effects+on+mobile+devices) but now it’s gone.
I think that a detailed “how to” for iOS (& Android) is necessary, including troubleshooting tips like “if it does not work, can you ping Mac from PC, did you try to turn off firewall on PC Side, check that this port is opened in firewall, try to clear this cache folder on your mac, etc…”


#3

Hi Matt,

We recommend to develop on real devices rather than iOS simulators as they are pretty slow. Also we are currently experiencing an abnormal launch time issue. We are currently investigating and will keep you up to date.

Concerning shader compilation and iOS development, we put together two documentation pages here:

Hope that they will be of some help for you.


#4

Thank you it helps.

We recommend to develop on real devices rather than iOS simulators as they are pretty slow
Practically I much prefer to work with emulators, because deployment are much faster. It is true that iOS simulators have very low FPS, but when you are fighting against a bug it is essential to keep compilation/deployment/launch cycle as fast as possible.
Waiting for your bug fix.