Did you ever get a console log to look at?
There’s no errors in the logs. The only difference between the iPad air and any other device that I have been able to find is that the screen res is 4x which leads me to believe that this is where the issue may be.
That’s not much for us to go on. Can you reduce your code to a small test case that demonstrates the problem?
Rob
Just sent you an email with a extremely stripped down project that displays the issue.
Let me have you file a bug report. You may want to rename the .zip file you sent me first to something a bit more descriptive. Anyway, email support@coronalabs.com and attach your zip file to the email and write a really good description of the problem and what you expect the results to be.
Thanks
Rob
Interesting new findings. If we take “portrait” out of build.settings it works fine. With “portrait” in there, it black screens on my iPhone 6 and an engineer’s iPhone 7plus. The fix didn’t make it work on an iPad 2.
I’m going to look at the code that generates the blocks a little further. You also never seem to put the scene’s view group, but you’re not really using composer at that point, so for this demo it’s a moot point.
Rob
Just sent that email to support, describing the issue and including links to things related to this issue.
Strange so the issue occurs on iPhone 6 & iPhone 7+ as well as the iPad Airs?, and yeah I did not use Composer really I could have just thrown it in a blank project I suppose but I figure the way I did it would be the closest to the actual app having the issue.
Any update on this issue?
I think I found the issue:
scrollView = widget.newScrollView( { top = screenH \* .05, left = 0, width = screenW, height = screenH, --\<----- you had screenH \* 10 scrollWidth = screenW, scrollHeight = screenH \* 10, listener = scrollListener, hideBackground = false, backgroundColor = {0,0,0}, bottomPadding = 200, horizontalScrollDisabled = true } )
You’re making the scrollView 10X the screen size. Which means 90% of it’s off screen. The width and height are the size visible scroll area on screen. It doesn’t make sense to have the visible area of the scrollView bigger than/or off screen. The scrollWidth and scrollHeight can be bigger than the screen to hold your content that will scroll.
ScrollViews and tableViews have an automatic mask created to hide the content in the scrollView outside the visible viewport. When the mask is the same size as an iPhone 6 screen using your config.lua, it’s going to be 1024x2048 (Power of two rule) or 2 megabytes which is right at the texture limit size for Android. However when you make that mask 10X the size you end up with closer to a 20mb texture file which is probably okay on Desktop/Laptop computers since they have a ton of video card memory. Devices don’t have any where that amount of memory to play around with.
This explains why on some devices when we made it landscape (at least on iOS which has slightly higher texture limits) it worked on devices.
Simply cut the size of the scrollView down to at least the screen height and you should be good to go.
Rob