Export to Android OK, Export to iOS, Help

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Game with complete Source-Code (Construct 3 / .c3p) + HTML5 Exported.
  • Export from Construct3 for Android platform, works like a charm, no issues!

    Exporting the same game for iOS I get the following behaviour: initial screen OK, level navigation OK, but choose a level and reloads back to initial screen.

    ..no crashing out of Safari, no error message, no nothing. [on real iOS device]

    I have seen other posts saying almost the same thing:

    construct.net/en/forum/construct-3/general-discussion-7/ios-safari-loading-issues-139894

    Interestingly with Remote Preview, I get exactly the same behaviour, only this time I see a brief message from Safari "Page reloaded because something went wrong" .. and then back to initial screen.

    I now suspect that perhaps my issue is more likely to be about how I am using Safari / Webkit resources and not so much about setting up Xcode correctly.

    What do I need to be aware of when it comes to potential Safari / WebKit issues on iOS?

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  • Interestingly with Remote Preview, I get exactly the same behaviour, only this time I see a brief message from Safari "Page reloaded because something went wrong"

    That means Safari crashed.

    Either your game used more memory than the device had available (see memory usage), or it's a bug in Safari/iOS, in which case you'd need to report it to Apple.

  • Thank you Ashley.

    I did the project > tools > Stats thing..

    I got this result..(partial)

    ===================

    Layouts: 110

    Event sheets: 25

    Total number of events: 6740

    Total number of conditions: 9706

    Total number of actions: 10233

    Object types: 448

    Families: 1

    ..

    Estimated peak memory usage is 832 mb due to largest layout 55

    Top 10 layouts by image memory usage

    55: 832 mb

    59: 806 mb

    57: 805 mb

    58: 805 mb

    40: 780 mb

    53: 779 mb

    56: 779 mb

    51: 778 mb

    52: 777 mb

    ...

    ==========================

    After reading the memory usage guide and the 'Remember not to waste your memory blog',

    .. I guess I am in trouble.

    Still, a little surprised that the same game runs on Android (tablets and phones) which have less memory on them than an iPhone8 with 64GB running iOS14.3!

    I have been looking to see what Apple says about Safari limits but so far coming up empty.

  • ~800mb image memory use on mobile is extremely high, so yes, I would expect the problem is you've designed your game to use far too much memory. The iPhone 8 has 2GB RAM (I think, from a quick google of its specs), the 64GB figure is for the permanent storage; there will be a wide range of other things it needs to keep in memory to run the phone and the rest of your game, so you may well have filled up all 2GB.

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