I get a “Launching Local dmengine failed” error almost every time I try to build locally. It consistently happens every THIRD build, for some reason, and every build thereafter; closing down the build window always allows two fresh builds before failing.
It started happening after updating Defold to 1.2.173.
It’s of course what first comes to mind. However, I don’t recall any obvious changes that would produce this type of behavior. We’ll have to look into this.
I’ve started using the latest v1.2.174 build for the iOS 14 compatibility fixes, which all seem to work great. This issue remains, however, so I was wondering if I can help troubleshoot this, since it’s slowing down testing a bit. Although sometimes I get a feeling for when the third launch is coming, force close the game and feel like a winner.
I close my game in between each of my builds (using Escape), and I still get this issue. The game is closed as far as I can tell, but still running in task manager. If I kill it there, I can build again. This is Win 10, 1.2.173.
@JCash has started investigating this issue, but we have no solid leads yet. Changes have been made to the socket code so it’s like there somewhere we have a problem.
Is the blessed v1.2.175 scheduled for beta release anytime soon? I look forward to a day of gamedev with no pesky little popups when I forget to close down the game.