Game Development Reference
In-Depth Information
Tip If there's no Android device listed, make sure the Android device is con-
nected directly to one of your Mac's USB ports using the USB cable that came
with the device. Using USB hubs, the USB ports on your keyboard (also a hub)
or third-party USB cables may prevent the device from being recognized. You
should also try using a different USB port. The device must also have USB de-
bugging enabled as explained earlier. It does not need to have a SIM or SD card
installed, you don't have to be signed in to a Google or other account on the
device, and you do not need to install additional drivers. Sometimes resolving
connectivity issues is as simple as unplugging the device and plugging it back
in. If that doesn't help, try rebooting your Mac and turn the device off and on
again. Note that you will have to restart Xcode for it to recognize new devices.
The long list of schemes and platforms can be confusing. Note that if you want to build
the project for a different platform, you have to select the corresponding app scheme. App
schemes have an icon with a pencil and paintbrush drawn over a ruler, forming the letter
A . The other schemes are libraries and scripts needed by the project which, when selected
and run, will most likely compile but won't produce runnable or deployable output.
Build, Run, Transfer, Launch
With HelloSpriteBuilder Android set as the scheme, and the Android device selected as
the target platform as shown in Figure 13-12 , you can now hit the run button ( Product
Run ).
Figure 13-12 . HelloSpriteBuilder Android scheme is selected as the build target
The project will build, and it may point out quite a large number of warnings as in Figure
13-13 . You needn't worry about them, except for those that appear under HelloS-
priteBuilder Android and the HelloSpriteBuilder project. Even those are harmless in a
new project, but once you do have custom code in your project you should take care of
any warnings triggered by code that you've written.
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