fredriksthlm's Forum Posts

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  • Well, since webgl2 is off for android devices, if built with r111. This is another error you are having.

  • I just realised we only made the change for the C3 runtime. I don't generally like doing this but I did the same for the C2 runtime as a last-minute change for today's stable release (r111). So can you give it a go with that release and see if that helps?

    If it still displays a blank screen it's possible it's actually a different issue not to do with WebGL 2.

    I can see the new code in the runtime from r111 now.

    I can verify that it works fine now. (so no need to manually amend the runtime file for now on then!)

    Thanks

  • Ashley

    R110 "Android: disabled WebGL 2 for the time being due to reports of what appear to be GPU driver bugs. Android devices can still use WebGL 1."

    I actually got black screen again after exporting with R110.2.

    I tried to look into the runtime but could not see where you disabled webgl2 for android, is it in both C3 and C2 runtime?

  • Ah, ok, might be some other update at the same time then..

    But yes, it happens to instant games as well. And not only games from Construct, also other devs using other tools has disabled webgl2.

  • The issue started when samsung rolled out their Samsung Internet 7.2, which is a fork of chromium v59. Then it got official support of WebGl2.

    Before Samsung Internet (v6.2 & v6.4) used a fork of chromium v56. Which did not support WebGl2.

    So the error is on all Samsung phones that got a new release of Samsung Internet, which is basically all Samsung devices with Android 5.0 or above.

    xda-developers.com/samsung-internet-7-2-beta-protected-browsing

    It is not related to APKs

  • Feedback r109

    FYI. I can verify it works fine with the function to fetch Type and ID on the fly in the new r109 version of the plugin.

    Thanks for great and quick update Ashley!

    I tested to run this little function every time I go into a context. Works great! (would not work in versions below r109)

    The test:

    .

    So now people can continue to work on a new Instant Game 3rd party plugin then :))

    With the rest of the features! :)

  • Yes.

    In your plugin you first declare all variebles and set them to null.

    Then just before start layout, you fetch the player details and set all variables. The rest of them will never change withing the instance, so they will be fine:

    If I then check console for the contextID I see the same as in the plugin:

    But then when I change context via chooseAsync:

    I get a new context, which can be seen in the console. And it is now we need to change the contextID and contextType also in the official plugin. (ContextID will always be a new value, contextType can be the same but can also be changed)

    (Note, chooseAsync is not the only function that changes context, also match and create will do it, if used)

    So these two variables:

    needs to be updated in the official plugin, from the third party plugin. With the value from:

    Hope you get what I mean! :)

  • I don't see why other third-party addons need to modify the official addon at all. Can't you just add separate actions and expressions to use new features?

    No, not in this case. That's exactly my point.

    It is possible to use chooseAsync to switch into a new context with a external plugin, or just with a javascript. And triggers will work fine. So yes it works.

    BUT if the "new feature" is to change the context (like in this example) it will be necessary to update contextID and contextType variable in the offical plugin as well. Otherwise all features in the regular/offical plugin (that are based on contextID) still have the old contextID, so the leaderboard update (or leaderboard load) will be from the wrong (old) context! Since the contextID in the offical plugin is only fetched on itializing.

    Hope you understand what I mean, otherwise I can create an example for you.

    (For some other features, like updateAsync it will be fine with a 3rd party plugin with its owns action. like you say. since that function will not change the context!)

  • Hi Scirra team,

    I have some questions and concerns regarding development and updates of the Instant Games plugin and want your view on it, if this is something that you will further improve or if the plugin we have currently is what we can expect?

    One main issue is that if we will need 3rd party plugins they will need to update variables in the official plugin. How is your stand on this? (this example concerns IG plugin, but the question is general really)

    This regards the Instant Games plugin. Many of us believe we are missing some very vital things in the current official plugin, and some functionalities is not implemented in a convenient way.

    Examples:

    -Missing switchGameAsync ( construct.net/forum/construct-3/how-do-i-8/instant-games-promo-135970 ) kytuzina

    -Missing ‘tag’ for which ad to show, making it possible to only load one ad at the time! Discussed with Artpunk Renfd ( construct.net/forum/construct-3/general-discussion-7/fb-instant-games-adverts-133364 ) (This issue is the same for leaderboard data and player score actually..)

    In this thread ( construct.net/forum/construct-3/general-discussion-7/c3-instant-games-sdk-much-prof-132977/page-8 ) you Ashley suggest to create our own independent plugins for additional functions.

    macube, paala and zjc121 have all been working on their own IG plugins for chooseAsync.

    The crucial thing is that this function (and also matchAsync and create Async) will need to update variables in your official plugin!

    (The official plugin request the context data in the initialize phase.

    Share Leaderboard update, load leaderboard, load connected players etc etc and some other things is totally dependent of the context, so if your later change context (without updating the variables in the official plugin) these functions will send and load wrong data. It will be totally out of sync, and the normal functions in the official plugin will stop work, since they will call the wrong contexts (both ID and type).)

    That’s mainly the reason why we have requested these functions in the official plugin. (the other functions such as updateAsync and switchGameAsync do not need to change variables so they could easily be implemented in a 3rd party plugin, but they are so small and easy so I would "suggest" to also include them in the official, if possible.)

    Official suggestion:

    construct3.ideas.aha.io/ideas/C3-I-486

    I add also add METR1C nlon stuatk jagoman here, since I know they are IG devs as well. Edit: add KaixaZero warmon KENYONB

    I would like to hear your views on what you all think is missing and what is most important to have.

    Is the current plugin classified as Finished or is it Work in Progress?

  • Sounds like the interpolation

  • if they didn't accept your application it sounds like the reason yes..

  • Hi,

    PLEASE HELP !!!!

    I am a newbie in construct3. I have already license in construct3. I need to integrated construct3 game with instant game facebook plugin.

    I already setup facebook placement id and integrate event load ads and show ads in event sheets in game.

    When i run and publish into facebook instant game. ADS IS NOT SHOW IT.

    IN Construct3 , No manual , How to setup it.

    PLEASE HELP !!!! , I have so many project use construct 3 to build with instant game facebook.

    Please help again. How to fix it ?

    did you try your game on the mobile? ads is not supported on desktop

  • The issue is that Samsung Internet (v6.2 & v6.4) uses a fork of chromium, based on v56. Which did not support WebGl2. (So back then all games used WebGL, and worked fine!)

    When samsung rolled out their Samsung Internet 7.2, like one month ago, which is a fork of chromium v59, it got official support of WebGl2. So now it returns true on that call. and the issues started.

    But WebGL2 works really really bad on mobile. So depending on which graphics people used in their games they got different issue, mostly they just get black screen (they get the color of the background layer actually).

    Note, Chromium is now on 67-69 (depending on track), so the Samsung Internet are always using forks of really old chrome versions!

    Sidenote: Safari on iOS still has the 'Enable WebGL2' flag default to OFF. So "our" games is still forced down to WebGL on iOS, thats why they works fine still. But when Apple change the WebGL2 flag to On dy default the same issues might happen to iOS platforms as well. And this might happen any time, since apple have the setting experimental atm.

    So even if the mobiles can render some stuff in WebGL2 and will enable it, the support is still really bad, so forcing down to WebGL will be a good idea for long time I believe.

    (This is just my thoughts and others might have different views on the topic)