I think browsers block requesting the camera/microphone on startup for security reasons. You have to use the action in a user input trigger, like "On button clicked" or "On touched sprite".
Nepeo - is Construct now using WKWebView only for all official features?
It was replaced last year. See the blog post Construct 3's new redesigned functions
The question doesn't really make sense, since HTML and JavaScript are not associated with specific layouts. There is one HTML page the entire game runs in. What are you trying to do?
This looks specific to the C2 runtime so switching to the C3 runtime should fix it. It looks like WebM playback in Safari with the C2 runtime is broken, so I filed an issue here: https://github.com/Scirra/Construct-3-bugs/issues/3596
Well then, I guess the size of the video doesn't matter, so a low-compression (high bitrate) video should be faster and work fine.
I just tried Safari and Chrome on Mac and both worked fine.
Which browser and OS version are you testing on? Do other browsers work?
If the preview window isn't loading and you press F12, are any error messages listed in the browser console?
It looks like some kind of bug. You can file issues here: https://github.com/Scirra/Construct-3-bugs/issues
FYI you're using the Construct 2 runtime in Construct 3 still, which we're going to phase out, so you might want to update to the C3 runtime regardless of this.
Nepeo - looks like in Safari the Opus decoder is returning an ArrayBuffer, then reading a nonexistent .length property of it.
Develop games in your browser. Powerful, performant & highly capable.
> I meant using third-party software to recompress the video file you got from Construct. But There are no third party plugins available to compress a recorded video, i checked.
> I meant using third-party software to recompress the video file you got from Construct.
But There are no third party plugins available to compress a recorded video, i checked.
I mean video editing software. It's completely separate to Construct.
It's possible your game suddenly required loads of memory in an instant, therefore you would observe reasonable measurements before it suddenly ran out of memory. Or it could be a bug. Or something else. As I said, without more information all anyone can do is throw out wild guesses.
I meant using third-party software to recompress the video file you got from Construct.
As of r183 local file & folder saves are now enabled by default in beta releases of Construct. This means in beta releases you don't need to tick 'Enable experimental features' in Settings to use local file & folder saves - but you will still need to do that to use it in future stable releases. This is because the underlying Chrome feature is still itself experimental and subject to change, and so in theory things could break in future, and we don't want to expose stable release users to that potential breakage. However hopefully this makes it easier to use the feature and will get it more testing (although by now we're pretty confident the feature is working well). The original post has been updated, including stopping describing the feature as experimental, although it is still limited in its availability until Chrome fully ships the feature.
Without more information, such as a sample project, it's hard to say anything other than maybe your game really did use too much memory.
Presumably you are displaying a C3 game in an iframe? Normally C3 games aren't scrollable so this type of problem isn't possible.
If the parent page is scrollable, you can use JavaScript to prevent the default action for a spacebar keypress.
Use sub-events to pick different instances with different conditions, store the point positions in local variables, and then draw the line from the local variable positions.