iOS 8 & OS X Yosemite Beta Discussion

When you have 2 versions of Xcode installed on your system just make sure that xcode-select --print-path points to the Xcode version you want to use. Even though Corona compiles on their build servers the signing takes place with your Xcode locally, so you should ensure that the proper Xcode version is active.

You can change where it points with xcode-select --switch <path>

Only today I had a coworker ask me to upgrade an old disused iPad 2 from iOS 4 to iOS6 (he wanted a newer version but hates the “flat design” look), and even though I had the firmware file, the upgrade failed because it couldn’t be digitally signed.

This is a practice that Apple has had it place for a long time. After a new major version is released, soon after, they stop signing the old one making it impossible to even *upgrade* a device to the older version of iOS. Unfortunately, Jailbreak is the only answer in these cases.

Please post the bug ID # to this thread please.

Also, can you tell me more about the flickering?  When does it happen?  At the begging?  During scene transitions?  During physics updates?   What build are you building with?

Thanks

Rob

Sorry about that, case number is  34116.

We are using build number 2014.2329. We could not locate an specific action that triggers the flickering. Some of our games that use physics and transitions behave normally, while other will display a flicker right after the splash.

It seems that it is flickering between to frames while rendering the screen, so if we load a screen right after the splash it will flicker between the current scene and a black screen, but sometimes it’s the widget buttons that keeps flickering between their “over/default” states. This seems a purely graphical bugs, since we didn’t see other broken functionalities.

Same problem here. I updated to Yosemite OS X 10.10 beta and my iPhone 5S to iOS 8 beta.

I got the same results as others here. Simulator loads, empty Welcome window, and simulator has gray background and if you click it then it throws an exception.

It looks like it’s just the JAVA that’s causing problems for the simulator. I installed the old Java 6 Runtime as instructed, which allowed the simulator to run.

My iOS apps still work great on the new iOS 8 beta (built while i still have Mavericks and Xcode 5).

It looks like it should be relatively painless for Corona Labs to fix this minor problem. Otherwise, I’m DOA. Kinda suck as i’m developing 2 games at the same time.

Update: when the simulator is up, putting it in Sleep mode actually works and draws the orange animation.

Take it out of sleep and it explodes.

We’ve determined that there’s an issue with the MacOSX 10.10 beta which is affecting our OpenGL views and we can reproduce it using an Apple sample.  This is not uncommon with OS betas and it’s good to catch it early.  You can do builds so long as you don’t click in a Simulator window (the app or the Welcome window) though there’s not a lot of point to that.

We’ve filed a bug at https://bugreport.apple.com but it would help if you could too as the squeaky wheel gets the grease.

The details are as follows:

Title:
(Duplicate of rdar:17202371) Layer-backed views do not render in OS X 10.10 (Yosemite). [NSOpenGLView prepareOpenGL] also not called.

Summary:
The Apple sample LayerBackedOpenGLView does not render on 10.10.

Steps to Reproduce:
0. Download Apple’s LayerBackedOpenGLView sample: https://developer.apple.com/library/mac/samplecode/LayerBackedOpenGLView/Introduction/Intro.html

  1. Choose an OS:
    1a. For OS X 10.8.4/XCode 5.0, go directly to Step 2
    1b. For OS X 10.10-beta/Xcode6-beta, you will need to add the OpenGL headers to Texture.m to avoid compile errors.
  2. Build the sample.
  3. Run the binary.

Expected Results:

  1. Observe that the spinning globe appears.
  2. AppKit calls [NSOpenGLView prepareOpenGL]

Actual Results:

  1. On OS X 10.10 Beta, spinning globe does *not* appear.
  2. [NSOpenGLView prepareOpenGL] does *not* get called.

Version:
OS X 10.10 (14A238x)

Submitted a bug report to Apple :slight_smile: Hopefully beta 2 fixed this

Submitted.

Hay guys :slight_smile:
My games is working well on iOS 6 and iOS 7,

but something is wrong when i tried in iOS 8 device.

  1. the custom font is not working, automaticaly changed become default font

  2. the native alert is displayed in portrait mode (my game is landscape mode)

are those problem appear because  my corona Version 2014.2189 (2014.3.6) is not supported iOS 8 yet?
 

Cheers,

Rocky

Those sound like bugs.  Can you make a minimal app that shows the problems and submit a bug?  

Since iOS 8 is not final yet we don’t officially support it but we want to get as many issues fixed as we can.

Unfortunately the bug was not fixed in Beta 2.  Our submission was marked as a duplicate of an internal bug.

My game uses a custom font in portrait mode in iOS 8 with no issues.

Beta 3 did not solve the problem. Which is somewhat worrisome.

Daily build 2014.2365 allows the simulation start and perform the build.

Thanks very much for that guys!!!

Much appreciated.

Hello Everyone,

We tested some of our apps on an iPhone and on an iPad with iOS8 and we are also seeing the black flickering screen in some of them, is there any info if this is an Apple or Corona bug ?

We have just opened a ticket with Corona also.

Please post the bug ID # to this thread please.

Also, can you tell me more about the flickering?  When does it happen?  At the begging?  During scene transitions?  During physics updates?   What build are you building with?

Thanks

Rob

Sorry about that, case number is  34116.

We are using build number 2014.2329. We could not locate an specific action that triggers the flickering. Some of our games that use physics and transitions behave normally, while other will display a flicker right after the splash.

It seems that it is flickering between to frames while rendering the screen, so if we load a screen right after the splash it will flicker between the current scene and a black screen, but sometimes it’s the widget buttons that keeps flickering between their “over/default” states. This seems a purely graphical bugs, since we didn’t see other broken functionalities.