iOS 9 Oddities
by Jason Gossiaux · in Torque 2D Beginner · 10/29/2015 (12:22 am) · 2 replies
Howdy folks. I've been successfully running my game on my iPad 3 without issue, and finally decided to make the jump to iOS9.1 and test with my iPhone 6s.
To start this process I added a new DeviceType for the iPhone 6, along with new code for the resolutions in all the appropriate places. During the bootup I can see the resolution being set correctly to 1334 x 750.
However, the resolution is not going to 1334 x 750. It is locked at the old iPhone 5 resolution of 1136 x 640. I even went so far as to completely eliminate any trace of the iPhone 5 defines and it still refuses to go to the new resolution.
I've also confirmed the touch reporting is locked to the iPhone 5 base resolution of 320x568.
Do I need to do something to "unlock" the higher resolution on my iPhone 6? I noticed here: http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions they mentioned a "zoom" mode for the iPhone 6 that is curiously the same as the iPhone 5 specs...
Thank you for the help!
To start this process I added a new DeviceType for the iPhone 6, along with new code for the resolutions in all the appropriate places. During the bootup I can see the resolution being set correctly to 1334 x 750.
However, the resolution is not going to 1334 x 750. It is locked at the old iPhone 5 resolution of 1136 x 640. I even went so far as to completely eliminate any trace of the iPhone 5 defines and it still refuses to go to the new resolution.
I've also confirmed the touch reporting is locked to the iPhone 5 base resolution of 320x568.
Do I need to do something to "unlock" the higher resolution on my iPhone 6? I noticed here: http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions they mentioned a "zoom" mode for the iPhone 6 that is curiously the same as the iPhone 5 specs...
Thank you for the help!
About the author
#2
How are the launch images setup in the XCode project? I've not been able to crack that yet and thought adding an appropriately sized launch image might fix the problem based on things I read on Apple's forums.
Thanks!
10/31/2015 (1:30 pm)
I added an issue on GitHub. This problem exists in the simulator as well as on the iPhone 6s I am testing with. Setting all the resolutions to that of the iPhone 5 seems to work fine. Everything scales and touch works. But this isn't ideal and may not even be acceptable for publishing the app.How are the launch images setup in the XCode project? I've not been able to crack that yet and thought adding an appropriately sized launch image might fix the problem based on things I read on Apple's forums.
Thanks!
Associate Simon Love
iOS 9 probably has some changes to it which create this behaviour.
As you can see on Github, the last commit (update) regarding IOS was made on June 24th 2015 and mentions iOS8, thus predating the iOS 9 release date.
The T2D steering committee members are not well-equipped for iOS debugging and maintenance at the moment. If you would like to participate in the solution, please open an Issue on the Github repository :
github.com/GarageGames/Torque2D/issues/new
This will allow other iOS developers to chime in and possibly provide the solution or clues towards it.
You can also try the irc channel #garagegames on irc.maxgaming.net, maybe someone has a fix or ideas for solving the issue.
If you do find a fix in the meantime, be sure to share it so that we may integrate it in the next version of T2D!