Artpunk's Recent Forum Activity

  • Im having trouble getting the MobileAdvert > User Consent dialogue to work properly.

    I have 'Locations to show user consent dialog' set to None. So the dialogue isnt shown at start of game.

    Rather I am showing the dialogue manually at another point in the game.

    If I have it right, when the user chooses an option on the User Consent dialogue, the condition

    Mobile Ads > On User Personalization Updated should trigger. Is that right?

    In my testing that condition doesn't get triggered..

    When the dialogue opens, expression: ConsentStatus shows UNKNOWN.

    User chooses an option > ConsentStatus gets updated to 'PERSONALIZED' or 'NON'* >

    AND 'On User Personalization Update' should trigger...

    Has anyone else noticed this or am I doing it wrong?

    *Another thing I noticed is that in the documentation it says the ConsentStatus expression will return: PERSONALIZED, NON_PERSONALIZED, AD_FREE or UNKNOWN.

    In my testing it doenst return NON_PERSONALIZED, it just returns 'NON'..

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Happy to report that my game is showing really great performance on iOS.

    Followed the official guide here to test on my device (iPhone7) and the performance is pretty much perfect. Even in the busiest parts of the game with lots of enemies on screen, plenty of projectiles flying about and with the player character running and jumping about rapidly, the game stayed at around ~25% cpuusage and showed zero jankiness!!! In contrast, Android shows clearly noticable jankiness, even though cpu stays <30% (running on a Pixel4a, a newer device than the iPhone7).

    Performance summary of my game:

    • HTML5 (Chome for Android - Pixel4a) - Excellent performance
    • iOS Test Build via Xcode (iPhone7) - Excellent performance
    • APK Signed Release (Pixel4a) - CPU stays <30% but shows jankiness

    So just more evidence that shows there is something wrong APKs. Current theory is that its a bug that the Chrome developers need to fix.

    On the upside for C3 devs aiming to publish to mobile: if you focus on iOS you can achieve good performance, seems its only Android that has problems.

  • Your game hosted on the arcade works on my phone (pixel4a).

  • Sometimes my builds will hang too. For me it will get stuck at the 'loading minifier' stage. I just close the window and export again. Normally works the next try.

  • Good work! I think Ashley will say to submit a bug report on crbug.com

  • Noted 👍

    At least that explains why I was getting errors exporting for earlier versions of iOS.

  • Ok thanks for that info 👍

  • Hey thats a useful tool.

    Ok I guess Granny misses out then :D

  • Ok thanks. So what iOS would you recommend targeting? iOS12? That seems to be what C3 defaults to when you export.

Artpunk's avatar

Artpunk

Member since 10 Apr, 2014

Twitter
Artpunk has 5 followers

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies