Please keep reading to discover a small sample, and how the communication can happen between both worlds. 2.1.0 (Hammer Shark complete list of versions), already integrated into a common iOS project. This one is where you can drag and drop native controls. On top of that one, there is another “empty” view (well, it just contains the GL one). If you open Main.storyboard, there will be the Main Controller, with a GL View in the end, where Wave Engine is actually rendered. From this point of view, the app behaves as any other iOS one, containing view controllers within such Storyboard. You’ll notice there’s an existing Storyboard inside Controllers folder. Open the iOS launcher solution (you’ll find the Solution file inside the project’s root folder), we’ll write some extra code to achieve our goal. Please, remember to include iOS as target platform when creating it (you can later create it as explained here). You can follow My first application which will guide you step by step. Developmentįirst step is to create a new Wave Engine project using Wave Visual Editor. Keep reading this article, and you will learn how to accomplish it. However, what if you want to mix native views or navigate between different controllers? Is there a way to join the native world with your scene’s one? The answer is yes. Introductionĭefault Wave Engine launcher project for iOS assumes that your game will run as a stand-alone view inside your application.
#Texturepacker for ui app design update#
UPDATE (April 19th): The document now reflects new changes introduced in Wave Engine v.