小游戏
下图是被驳回的说明,里面说但让补充的 资质文件,自审和软著之前都有递交过,请帮忙看看具体缺少什么我在补上。 [图片]
[图片]
报错信息如下 :plugin.js:77 你的CDN未开启对txt文件的gzip/br,会增加文件:https://test.cdn.tuzidong.cn/WebMeta/LayaWeb/develop/weixinxiaoyouxi/%E6%B5%8B%E8%AF%95/cershi.txt/a5c438a3a681cf10.webgl.data.unityweb.bin.txt 的加载耗时![图片] 我这里是已经配置过压缩格式
https://api.weixin.qq.com/cgi-bin/draft/add 请问下这个API是否需要服务号认证才可以使用这个API?
寻道大千小游戏注销这么难是吧
你好,小游戏刚做了主体迁移,由A主体迁到B主体,但是微信支付里面的结算账户还是A主体,提交修改成B主体的时候审核说开户名称与主体不一致,请问这个怎么处理呢? [图片]
吴正文
我公司没有对公账户,现在小游戏无法注销,人工通道不给注销。急急急 [图片]
UnauthorizedAccessException: Access to the path '28d7a1c2d4a31358ce984cd097595801bb1f1f' is denied. WeChatWASM.UnityUtil.DelectDir (System.String srcPath) (at <69446df40a594a0886b6e5212c03cd99>:0) WeChatWASM.WXConvertCore.ConvertCode () (at Assets/WX-WASM-SDK-V2/Editor/WXConvertCore.cs:162) WeChatWASM.WXConvertCore.DoExport (System.Boolean buildWebGL) (at Assets/WX-WASM-SDK-V2/Editor/WXConvertCore.cs:109) WeChatWASM.WXEditorWin.OnGUI () (at Assets/WX-WASM-SDK-V2/Editor/WXEditorWindow.cs:255) UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <e1260bad0dfe422c9735668714a7bba0>:0) UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at <e1260bad0dfe422c9735668714a7bba0>:0) UnityEditor.DockArea.OldOnGUI () (at <e1260bad0dfe422c9735668714a7bba0>:0) UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.OpenGate () (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <0a6a5b8090e84f2ba4872cc16f0ca6dd>:0) UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <d6700adc591c452f81c03ffaeaedaaf0>:0)
--问题: Unity中升级插件到版本minigame.202307271927.unitypackage 后出包小游戏报错,报错如下: plugin.js:77 exception thrown: ReferenceError: _sbrk is not defined,ReferenceError: _sbrk is not defined at _WXGetDynamicMemorySize (http://127.0.0.1:17300/game/webgl.wasm.framework.unityweb.js:4:94482) 旧插件版本 minigame.202303231431.unitypackage 出包并运行正常。 请问这个问题该怎么去修正? --log:经排查在小游戏出包Log过程已经设置过了此函数 [Builder] Starting to build WebGL project ... PlayerSettings.WebGL.emscriptenArgs : -s EXPORTED_FUNCTIONS=_main,_sbrk,_emscripten_stack_get_base,_emscripten_stack_get_end -s TOTAL_MEMORY=768MB -新插件出包参数详情 (minigame.202307271927.unitypackage): [图片] --旧版本插件出包参数详情(minigame.202303231431.unitypackage) [图片] Unity版本:2021.2.5f1 系统版本:Windows 10 教育版
请问,我这款小游戏目前没有版号,是已个人发布的,昨天刚申请创意游戏,今天被因资质不全被驳回,我上传了软著和自审报告,请管理帮忙看一下还缺什么,还是个人发布的不能申请创意游戏呢?
我在使用Unity的UI Toolkit制作一些游戏元素。目前UITK还不支持使用.ttf字体来载入内容,只能通过Unity将.ttf字体转化成SDF Font Asset (.asset) 后使用。字体占的容量毕竟还是比较大,能不放到小游戏资源包内是最好的。请问微信有什么方法可以像载入其他字体文档一样载入.asset档案吗?或是如果有人对UITK有经验的话,有没有其他方法为UITK元素载入字体?提前谢谢各位大佬。
填写资料提示“该名称与已有小程序名称重复”,已提交申诉资料,申诉单号:427319812_0; 请问需要审核多久出结果呢?还有其他处理办法吗?
[图片] 提示这个报错
开发者你好,经平台审核,你的小游戏《功夫足球王者》小游戏资质审核 未通过审核,具体原因如下: 1、小游戏名称与资质文件刊载游戏名称不匹配 我不是很明白上面的意思,是我的游戏名不符合资质,还是和我游戏内的名字不匹配?
在unity编辑器里面程序运行是正常的。 但是导出小游戏以后,无法加载场景,所有功能失效,一直卡在那里,也没有报错。 public void GoToTheStage() { StartCoroutine(LoadStage()); } IEnumerator LoadStage() { ........ AsyncOperation operation = SceneManager.LoadSceneAsync(0); ....... }
[图片] 请问在哪里添加角色权限?
如标题
您好,我们的小游戏之前被限制搜索,我们已在7.25号重新更新了游戏和版本,辛苦解除下限制搜索,已提交申诉,请尽快帮忙审核下,感谢!
微信切换到后台就占用很高 [图片] 在前台就不会很高 [图片]