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unable to process assets while packaging cocos2d-x android

I just started working on cocos2d-x to build games. I have completed setup. I am getting below error when I run "HelloCpp" sample.

(skipping file '.gitignore' due to ANDROID_AAPT_IGNORE pattern '.*')
Unable to add 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\assets\fonts\Marker Felt.ttf': Zip add failed
ERROR: unable to process assets while packaging 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\bin\resources.ap_'
ERROR: packaging of 'C:\cocos2d-x-2.2.1\samples\Cpp\HelloCpp\proj.android\bin\resources.ap_' failed

Kindly help me to fix this issue.

Thanks.

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Nuraiz Avatar asked Dec 23 '13 12:12

Nuraiz


1 Answers

This problem has multiple solutions and I tried each one of them, and the last one worked properly. I am giving you the exact steps I took to get it work for me.

1.Check if Cygwin has the neccessary packages, if not install them. The following packages are required -

autoconf, automake, binutils, gcc-core, gcc-g++, gcc4-core, gcc4-g++, gdb, pcre, pcre-devel, gawk, make

(I skipped gcc4-core and gcc4-g++)

2.Tried renaming Marker Felt.ttf to remove the space, however since it gets regenerated, I searched for the file in all of my C: drive and renamed it everywhere.

3.Then I ran Eclipse in Administrator mode.

4.I was getting the same error although only once this time. So I changed the permission of the Asset folder in the build_native.sh itself. Just add the following line at the end of your build_native.sh file.(Taken from here)

chmod 777 -R "$APP_ANDROID_ROOT"/assets

and voila, it worked. I am not sure which one of the step was not required so I put everything here. I am guessing that running eclipse in admin mode was not required, since I can work now in normal mode too. Just in case you get into same problem you can try running it in admin mode.

like image 56
noob Avatar answered Oct 04 '22 01:10

noob