Grimmy's Forum Posts

  • Hi, I noticed that the 'Reload All' option in the remote preview doesn't actually update and changes I've made in code directly to the device (even if I save the project first). This means the only way to see updates again is to rescan the QR code every time which is a bit cumbersome.

    Is this a bug? Not sure that 'Reload all' is very useful if it doesn't actually reload everything.

    v285.3 stable

    Cheers

  • SOLVED: I installed Firefox on the device and set that to be the default browser. Works fine now. Presumably then its an issue with Chrome 93.0.4577.62

    Cheers

  • I bought a new Galaxy A7 lite specifically for testing and after a few seconds the remote preview just says 'Disconnected' on every project (I tried lots of example projects). The remote preview seems to work fine on other devices with the same projects.

    Could it be a setting on the device itself or in the devices browser(chrome)?

    Also, the version of chrome on the device itself is 93.0.4577.62 which seems quite old but Google Play doesn't let me update it and the tablet wont let me uninstall it. Presumably its some kind of bundleware they don't want me to have control over.

  • You mean; use 3D for everything, or just for some objects? I'd ideally like to see some test results on mobile with animated models if anything exists.

  • Hi, I'm interested in using the external 3D plugin (https://kindeyegames.itch.io/c3-3dobject-alpha) as I want to add some simple 3d animated characters to my game, but I would like to know if anyone has already done some tests on mobile to see what kind of performance we can expect?

    Obviously poly counts, devices etc are all variable, but to get a rough idea would be good on say a pretty standard mobile device with a simple 3d environment and a few animated low poly characters.

    I'd also like to know if the Scirra team are planning to add animated meshes in the future; and if so, should I wait for an official plugin rather than this one? Is there a roadmap for improvements to 3D?

    Thanks

  • Er so 3D then? I was hoping someone that actually knew the answer would reply, but thanks for taking the time to get involved. Have a nice day too. 🙂

  • I think the monetization already seems very good and easy to implement. I have no issues with it on mobile. Maybe C3 is missing a Paypal option for web builds but that's a problem for all webGL engines at the moment it seems.

    Regardless of priorities, I'd still love to see more 3D :)

  • Hi, now you've given us a taster of 3D in C3, I was wondering if there are any plans for the following:

    -Fbx/Obj import

    -Fbx Animation

    -Camera Control

    -Lighting Control

    I'm not asking for some full blown 3d PBR hyper-realistic 3D (Unity, Unreal etc) but if we could create simple 3D games with the C3 toolset/workflow it would be truly ground-breaking (Clearly blowing Buildbox out the water completely..which is super limited I might add)

    Anyway, if there are no plans to add to the 3D features, even though the current feature is 'interesting to play with' it's just not enough and I hate you for teasing me with this. :)

    Please let there be plans, oh please...

    Cheers

  • I made a simple financial application to quickly convert to Argentina's Dollar Blue and other currencies. Obviously of not much interest to anyone here but at least you can see how to use C3 outside of games :)

    https://play.google.com/store/apps/details?id=com.ruleoffun.ebd&hl=en_US&gl=US

    Feedback (and ratings) welcome!

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  • Anyone? Is there any way to control this? Currently on exported release apk builds the keypad covers half of my UI.

    Oddly on a debug apk build the UI seems to scale correctly.

    :(

  • The Anchor behavior keeps objects positioned according to the edges of their bounding boxes. Rotating an object enlarges the bounding box, and so the Anchor behavior will adjust the position accordingly, which won't keep it centered.

    It should be straightforward to work around though: you could anchor an invisible non-rotating object, and pin the rotating object on top of that. Or just don't use the Anchor behavior, and position the object with events according to the system viewport expressions.

    Gotcha. Thanks

  • The only way I could think to do this in the end was to create a parent that had the anchor behaviour and then to just rotate the child which is attached to the parent at the start via the add child command. This method seems to work but I still don't know why the original method did not..

  • My pivot is in the center on I have set the anchoring to the top of the screen however it seems that when I do this the sprite also bounces up and down.

    I have tried normally rotating, using the rotate behaviour and with both sprites and SWFs but I get the same result every time.

    When I run a preview of the animation in the editor it looks fine so presumably the anchoring is causing this?!?

    I should also add that changing the achor settings make the objects behave even stranger..in some cases pulling a stretching the image and sometime it looks like its has 3d with perspective and mesh warping...but this is just a sprite without any mesh.

    I would expect this sprite just to simply rotate around its origin no matter what the anchoring is set to..

  • When my text input appears on device it overlaps all my UI. However I read that it's possible to adjust my manifest to something like this to force the UI to Resize when the keyboard appears..

    <activity

    android:name="com.example.myactivity"

    android:windowSoftInputMode="adjustResize" />

    My question is: How can I adjust the manifest for a C3 build and will this even work?

    Additionally, while I'm on the subject of changing the keyboard behaviour. How on earth do I get a 'Clear All' button to appear in the numbers keypboard..there is only a button to delete one character at a time which seems a bit strange.

    Thanks

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