iOS Issues
by Michael Smith · in Torque 2D Beginner · 10/13/2013 (10:59 pm) · 4 replies
I am starting to try out my project on an iPad and have a couple questions about the iOS implementation. I am using the latest master configuration.
What frame rate is typical for, say, the Truck Toy on the iPad? It seems low on my system, about 8 frames per second when "built to run." (iPad first generation, 5.4 operating system) Is that mostly due to the graphics pipeline? Does anyone have any benchmarking on different versions of the iOS devices?
My TamlRead() calls are failing on the actual iPad (iOS 5.1) though they work in the simulator in xcode. Is this expected behavior?
I notice that the development branch currently is set for only iOS 6.x. Will it eventually be backwards compatible to 5.1? Sadly, my only iPad hardware is 5.1.
I am also having some weirdness with "on touch down" events, they always seem to be detected by a particular object even when nowhere near that object. Does that sound familiar to anyone? I need to play with it some more to narrow down what it is doing, and maybe test in in the development branch to see if it is already resolved.
What frame rate is typical for, say, the Truck Toy on the iPad? It seems low on my system, about 8 frames per second when "built to run." (iPad first generation, 5.4 operating system) Is that mostly due to the graphics pipeline? Does anyone have any benchmarking on different versions of the iOS devices?
My TamlRead() calls are failing on the actual iPad (iOS 5.1) though they work in the simulator in xcode. Is this expected behavior?
I notice that the development branch currently is set for only iOS 6.x. Will it eventually be backwards compatible to 5.1? Sadly, my only iPad hardware is 5.1.
I am also having some weirdness with "on touch down" events, they always seem to be detected by a particular object even when nowhere near that object. Does that sound familiar to anyone? I need to play with it some more to narrow down what it is doing, and maybe test in in the development branch to see if it is already resolved.
About the author
Bible translator by day-- game programmer by night
#2
github.com/GarageGames/Torque2D/issues/118
10/14/2013 (10:39 am)
An issue was submitted on GitHub for the onTouch positional issues, so you aren't the only one with this problem:github.com/GarageGames/Torque2D/issues/118
#3
I checked my file call and found that I capitalized a folder name in the call that was lower case in the file tree. Matching the case fixed the loading problem on the actual device. It still seems strange to me that the simulator would not be sensitive to the capitalization but the device would be. But hey, it works now so there is nothing to complain about. : )
I have a different bug than issue 118 but it will have to wait for another day to chase it down. I will post on it separately when I do.
Meanwhile I can take my iPad around and show my WIP to all my friends. This rocks! Thanks, Fellow Michaels!
10/14/2013 (11:52 pm)
I switched to the release configuration and the frame rate jumped way up, so that is good.I checked my file call and found that I capitalized a folder name in the call that was lower case in the file tree. Matching the case fixed the loading problem on the actual device. It still seems strange to me that the simulator would not be sensitive to the capitalization but the device would be. But hey, it works now so there is nothing to complain about. : )
I have a different bug than issue 118 but it will have to wait for another day to chase it down. I will post on it separately when I do.
Meanwhile I can take my iPad around and show my WIP to all my friends. This rocks! Thanks, Fellow Michaels!
#4
10/15/2013 (5:19 am)
Good stuff. Good luck with your continued development.
Employee Michael Perry
ZombieShortbus
No, that is not expected behavior. Is this your code or something in the Sandbox? If it's your code, check to make sure you are using perfect capitalization and paths.
You should be able to change the target version inside Xcode and not have problems with it. If you are able to run the app on your device, it should be fine.
This is not familiar to me. I would need more details on the code and object to determine the problem.