Having some issues getting a release build of an Air IOS Ipad app running (starling based).
I am doing a release build, and saving the ipa file on my drive. I double click the ipa to get it into iTunes, and from there I do an app install onto the iPad.
Once on the ipad, the app fails to load any external files. I put up a preloader, and attempt to load assets via Loadermax, however, it seems to fail.
Here is the code section that the app fails on: (NOTE: this all works in debug mode, both in Air simulator, and debug mode on device via usb)
import com.greensock.events.LoaderEvent;
import com.greensock.loading.ImageLoader;
import flash.filesystem.File;
...
...
var _imageLoader:ImageLoader;
...
...
private function loadAssets():void{
var _appFile:File = File.applicationDirectory;
_appFile = _appFile.resolvePath("assets/statics/blueImage.png");
_imageLoader = new ImageLoader(_appFile.nativePath, {onComplete:onImageLoaded, onFail:onImageLoadFail});
}
private function onImageLoaded(e:LoaderEvent):void{
traceOut("OH MY GOD BATMAN, IT WORKED!!!"); // traceOut is a helper method that prints to a textfield on the display
}
private function onImageLoadFail(e:LoaderEvent):void{
traceOut("back to the Bat Cave...");
}
...
...
In debug mode, the above code shows:
OH MY GOD BATMAN, IT WORKED!!!
In release build:
back to the Bat Cave...
Anyone know where I am going off the rails? I am not using any ANE's or such.
Based in SDK: "http://ns.adobe.com/air/application/14.0"
[Embed()]syntax or, if using Flex, theEmbed()syntax. - Josh