how can I compile a program in Babylon.js into Iphone format? I want to run the program not in a browser but as an iphone application. Is tehre a way how to do it? Is there any instructions, or better tutorial for this? I searched the internet for information but did not find real tutorial. thanks for explaining in advance.
Thanks for your answer. Link number one is going to the Babylon.js native promotional page. Something about multiplatformity… For more information, see the babylon.js forum and friendly community(important note :D). See link 2 for more information. A) you can download babylon.js native. But there is no executable file anywhere. Is CMake likely to build it? I tried to use cmake-gui.exe, but I got a compilation error. From the materials I still do not understand the philosophy of workflow, operation, assembly…Why should I use some other external programs like CMake?
Babylon Native does not have a prebuilt executable as it’s a library intended to be integrated into an executable. It’s up to you how to do that. You need to build it yourself using the instructions from the readme.
i just really taking a look at this and the native project… And Holy Crap Nuts
Yo @bghgary … You know i gonna have a few questions about how to actually implement a project in BabylonNative.
Thats really it… all it does from a native host application point of view (besides some native input manager pointer stuff).
1… Should i be able to run my SceneManager extension that registers its GLTF Loader so my Unity GLTF Parsing that i use in a regular babylon.js environment (provided I remove all the HTML DOM stuff)
2… Does console.log and console.warn work in BabylonNative ???
3… Does GLTF PBR Materials and shaders work… Basically can i still use PBRCustomMaterial the way i do in a regular babylon.js environment ???
The ScriptLoader is intended help with this. Call ScriptLoader::LoadScript to load scripts in order. The contract for this class is not fully baked yet as it behaves a bit strange in some situation, but it should work for simple cases.
This is up to the app. Babylon Native is currently a static library. The app consuming Babylon Native is responsible for how the package is built. The app:/// protocol will get the file inside the app package. It is different depending on which platform. Android uses AAssetManager. iOS/macOS uses [NSBundle mainBundle]. Window UWP uses ApplicationModel::Package::Current().InstalledLocation().GetFileAsync. WIN32 currently doesn’t support app:/// protocol, but maybe it can load from the executable path. This part certainly can use some documentation.
What about debugging? Can I point a web browser debugger at this somehow?
Thanks for all the replies @bghgary … you’re making me remember why I hated doing native, non-web apps (ugh, Unity) on mobile devices.
Now that I have it working, these are all useful things to know and think about. I was mostly investigating for some colleagues who are wanting a web-based AR system on H2, and this seems feasible until/if the Hololens team gets a browser up with WebXR