fredriksthlm's Recent Forum Activity

  • Literally stripped one of my games to barebones, audio, fonts, events and the thing just won't play level 1. Really not impressed with trying to export to iOS, android, nice and simple, everything works as it should. iOS however oh my!

    All crashes seem to be down to font and/or audio, yet without using any fonts or audio, the crashes still occur.

    Use latest c3, export to high ios version, use smallest spritesheet setting, use latest xcode. See if that makes any difference.

    Otherwise try turning off 'Canvas rendering' in Safari options and see if that makes any difference, just for verification.

  • Hi Diego

    Some users (including me) experience one very odd behavior regarding Admob.

    In IOS15+ the audio from the C3 app continues to play even when an Interstitial ad is shown, while in IOS14- the game was paused.

    Maybe you can quickly verify this behavior and see if you can replicate.

    Just create a project with a looping audio (make it loud so you can easily verify), then open an interstitial. The correct behavior is that the game should pause (and be silenced) while the Interstitial is showing, and then continue again when the Interstitial is dismissed.

    For me this works fine in IOS14 and below, but not in IOS15.

    Is there some change in this functionality, can you verify the behavior?

    (I tested yesterday with Latest C3 and latest Admob)

  • 'High' uses more memory, but you can verify the memory use directly in the "View project statistics" and normally you are all fine even when using 'High', even though it is increased compared to 'Medium'.

    So all fine to use 'High', but I understand people feel scared to use it since Ashley wrote "Not recommended" on it :D

  • youtube.com/watch

    :)

  • My ios apps started to behave very strange in ios15 sadly. crashes, lost sounds, graphical glitches etc.

    One works fine, while the other is very disfunctional. Very hard to dig into the root cause and the difference between them.

    a little better in 15.1 than in 15.0.x

  • thanks Ashley I hear what you say but they are named "Experimental features" in the OS settings. Some of them are on, some are off. By default. The settings changes in every version. If you own any ios device you can just check it out. (they are not all off by Default!)

    These two settings were off in ios 14 (if I understand correctly), but they are On in ios15, but still named 'experimental features' though.

    I understand what you say here, but in this specific occurrence it seems like Apple changed the experimental setting in v15 (to On) and it was Off in v14.

    But when users change it back to the v14 settings they got it to work again.

    That's why I just wondered if you have any insights in this. I fully understand that this is an ios/apple thing, but since I know you understand those frameworks more than at least I do maybe you could shed some light.

    Here are some discussions

    developer.apple.com/forums/thread/684843

    developer.apple.com/forums/thread/689071

  • Tom any ETA for this, at the moment it's almost impossible to keep track of the interesting topics :(

  • Ashley Do you know if the settings in WebKit can affect our cordova ios applications?

    There are some new experimental GPU settings in ios15 which many people claim to brake their HTML5 games. These are on by default in ios15, while they were off by default earlier.

    Mainly GPU Process: Canvas Rendering and GPU Process: WebGL .

    Also I've read that the new rendering better supports small textures than large ones, so setting small texture size might be better?

    Since you are more technical mayve you have some insights, even though this of course is a Apple iOS issue and not C3. But still, I know you have some deep knowledge in the area

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fredriksthlm

Member since 6 Jun, 2016

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