Please help me figure this out as I have been at it for days trying to find out a reason for this failure.
In editor, my game works fine.. When testing the game on my android device I would use [DEBUG] variant of the bundling process and even then the game would work fine and I would get any error/message logged via adb.
Finally ready for release, when I build a [RELEASE] variant of the bundle and deploy it on device, something in my game breaks, its either my camera.script, or my game_manager.script or tower.script.
The game bundles and launches fine, but something is not working ONLY in release mode, and since I cant get any log output via adb, I cant figure out whats going on?
I tried Write Log == true in the game.project setting, but the log.txt generated at /sdcard/Android/data/com.farazkhandev.pixelcommander/files/log.txt is empty.
what are my options, where can I even begin to search for a solution?
Yes, I’m ready to bet big that this is the case. Do not rely on the result of a tostring() being the same on a value of type hash in release and debug mode.
Would only converting hash values to string be problematic? Because I have changed the code where I am converting has values to string and the making decisions in game based on the string value.
But would the below also be problematic?:
local my_path = tostring(msg.url("#").path)
I am using path values of units and then making string comparison below. Would this tostring also be a problem in release builds?