ould not run phased build action using connection to Gradle distribution 'https://services.gradle.org/distributions/gradle-7.2-bin.zip'.
Build file '/Users/name/Desktop/Game/build.gradle' line: 196
A problem occurred evaluating root project 'Game'.
Could not get unknown property 'org' for root project 'Sad' of type org.gradle.api.Project.Java(0)
You need to add it as a gradle property in gradle.properties and since desktop template doesnāt have the gradle.properties file, you need to create it and place this jvm args inside it.
Ah, then there will be a VSCode way to set command line arguments (Specifically jvm arguments). Iām not a VSCode user so Iām not sure what that way is but itās likely to be under something like āRun configurationā. This is how it looks in intelliJ
Would this be placed under the same folder as build.gradle or another folder? Sorry for barraging you with questions. Really appreciate all of you guys helping me.
So, i think you are using the debugger in vs code, if thatās the case, create the launch.json from here
if you have already a launch.json file, open it ( CTRL/META+SHIFT+P ā open launch.json )
Then edit the launch.json file by adding "vmArgs": "-XstartOnFirstThread" in the launch configuration.
Thatās a good tip too, i donāt know if this better or the same as using a gradle.properties file, anyway either this or that would need to be shipped with the gradle template for macOS, idk i am not a mac user just suggesting (gradle.properties might be better when running a cross platform project and terminal run).
You are right, the gradle.properties approach is much better, but I am not sure if it works when launched from the vscode debugger since it doesnāt launch through gradle
Are you planning on using the zipMacDistribution to bundle a zip that has a mac compatible JRE within it. Or will you just be relying on the distribution that assumes java is already installed on the machine?
I ask because I made some corrections to the zipMacDistribution this morning so Iāll go through them if you are planning on using it (A new template would start with these corrections but they are fairly minor; I donāt suggest starting over)
I usually use the āclean and buildā option on the SDK, so Iāll probably use the default option for VSCode. But I can use this zipMacDistribution if itās better
zipMacDistribution is for when you are finished development and want to give a distribution to customers and/or friends (who own a mac). The zipLinuxDistribution and zipWindowsDistribution should work correctly but the version of zipMacDistribution you have is incorrect (because I wrote it wrong, but have subsequently corrected it).
I guess Iāll use zipMacDistribution as well. But Iām also encountering an error when Iām trying to use the file from my SDK in your starter project
Never mind that previous comment. Iām encountering an issue using assetManager(asset not found). Iām using this line of code.
playerFootStep = new AudioNode(assetManager, "Sounds/FootStep.wav", DataType.Buffer);
Iāve double checked the file path and it should work. But I just copied the assets folder and placed it in the root directory of the project. I think Iām doing something wrong
You donāt seem to offer LWJGL3 as an option for your build. Since LWJGL3 is not built automatically for JME, do you plan on putting in that as an option.