Plugins - Status Bar

Hi
I build for iOS using version 2013.1202 because of lime.Everything is perfect but when i add plugins in build.settings (tapfortap,vungle) the status bar doesn’t hide.My device is iPhone 5 , iOS 7.

Some more informations.On my other devices -iPad 2,3,mini iOS 6- the status bar hides always.My game is live on google store with thousands downloads and no problems.So it’s not an issue on android devices either.

Thank you

You might want to check this thread to see if you have tried some other solutions:

http://forums.coronalabs.com/topic/39609-how-to-hide-the-status-bar-in-ios-7/

@Panc software thank you for your reply.I have tried everything and the only “cure” is the latest build.But lime doesn’t work.Corona should think a solution.Its not fair.

Well, I think there is a confluence of events here that are both unique and impossible to resolve. On one hand, you have a bug that is resolved in the latest build. On the other, you have a “plugin” (Lime) that was developed over a year and a half ago on an old version of corona and has since gone open source.

I’m not hating on Lime; I handed Graham my 22 bucks and was happy. But we can’t expect Corona devs to go back and fix a bug in an old version of the SDK just because a now-defunct add-on works with it.

The best solution for forwards compatibility wound provably be to move over to the Dusk engine for level creation in Tiled. I realize that doesn’t necessarily help your current releases, but it will help in the future.

http://forums.coronalabs.com/topic/42355-dusk-engine/

You are right but it is really frustrating.1/4 of my time is bugs and changes.About lime the problem is the sprite library.I think a solution should be given for these cases. I’m moving to dusk but it will take long time…

I hear you, completely. I hope my last comment didn’t seem too harsh. I also have 3 projects that are going to need to be released using the pre-G2 SDK versions. Too much is changed to make it worth modifying. Very frustrating, but thats the name of the game when dealing with development.

Again, don’t get me wrong, and I’m not trying to defend Corona more than they deserve, because I agree, having solutions that keep us from wasting time is something with which I will always side. However, the situation here is that we are using an older version of the SDK with an older add-on, and wanting it to work on a version of an OS that wasn’t available to test when either were being developed. I’m not trying to pour salt on a wound, but I think being realistic about the problem is the best way to overcome it.

FYI, I didn’t mean to shill for the Dusk Engine exclusively. Dyson122 has been developing the Million Tile Engine for quite some time, and it has a very robust feature set:

http://forums.coronalabs.com/topic/33119-million-tile-engine-beta-release/

We can’t go back and patch old versions.  If we did, we would be fixing all of the bugs that we fix in a public release cycle and adding requested features.  In the end, you end up with the new public build.  The new build is the patched old version.

This cycle is particularly tough because we made big changes.  But there are times that our changes that break older versions are dictated by the services and OS’s you want to use.  Apple, Google, Facebook and others are always updating their SDK’s and we have to move with them.  In this case the changes to the status bar are driven by changes in iOS 7.  It’s not the only change we had to make to comply with changes in iOS 7.

When you choose to use a 3rd party tool as good as it may be if the developer is not keeping it up to date, there isn’t much we can do. 

As for the deprecated sprite library, we did make that available on GitHub for those who still need it and can’t migrate to the new sprite library easily.  See:  https://github.com/coronalabs/framework-sprite-legacy

Rob

You get me wrong.I agree that corona can’t patch and older version or support a “dead” third party tool.I just wanted a solution because im tired of bug hunting and huge changes that makes a 100% working game not working anymore.I have tried the sprite library on GitHub but nothing happens.

You might want to check this thread to see if you have tried some other solutions:

http://forums.coronalabs.com/topic/39609-how-to-hide-the-status-bar-in-ios-7/

@Panc software thank you for your reply.I have tried everything and the only “cure” is the latest build.But lime doesn’t work.Corona should think a solution.Its not fair.

Well, I think there is a confluence of events here that are both unique and impossible to resolve. On one hand, you have a bug that is resolved in the latest build. On the other, you have a “plugin” (Lime) that was developed over a year and a half ago on an old version of corona and has since gone open source.

I’m not hating on Lime; I handed Graham my 22 bucks and was happy. But we can’t expect Corona devs to go back and fix a bug in an old version of the SDK just because a now-defunct add-on works with it.

The best solution for forwards compatibility wound provably be to move over to the Dusk engine for level creation in Tiled. I realize that doesn’t necessarily help your current releases, but it will help in the future.

http://forums.coronalabs.com/topic/42355-dusk-engine/

You are right but it is really frustrating.1/4 of my time is bugs and changes.About lime the problem is the sprite library.I think a solution should be given for these cases. I’m moving to dusk but it will take long time…

I hear you, completely. I hope my last comment didn’t seem too harsh. I also have 3 projects that are going to need to be released using the pre-G2 SDK versions. Too much is changed to make it worth modifying. Very frustrating, but thats the name of the game when dealing with development.

Again, don’t get me wrong, and I’m not trying to defend Corona more than they deserve, because I agree, having solutions that keep us from wasting time is something with which I will always side. However, the situation here is that we are using an older version of the SDK with an older add-on, and wanting it to work on a version of an OS that wasn’t available to test when either were being developed. I’m not trying to pour salt on a wound, but I think being realistic about the problem is the best way to overcome it.

FYI, I didn’t mean to shill for the Dusk Engine exclusively. Dyson122 has been developing the Million Tile Engine for quite some time, and it has a very robust feature set:

http://forums.coronalabs.com/topic/33119-million-tile-engine-beta-release/

We can’t go back and patch old versions.  If we did, we would be fixing all of the bugs that we fix in a public release cycle and adding requested features.  In the end, you end up with the new public build.  The new build is the patched old version.

This cycle is particularly tough because we made big changes.  But there are times that our changes that break older versions are dictated by the services and OS’s you want to use.  Apple, Google, Facebook and others are always updating their SDK’s and we have to move with them.  In this case the changes to the status bar are driven by changes in iOS 7.  It’s not the only change we had to make to comply with changes in iOS 7.

When you choose to use a 3rd party tool as good as it may be if the developer is not keeping it up to date, there isn’t much we can do. 

As for the deprecated sprite library, we did make that available on GitHub for those who still need it and can’t migrate to the new sprite library easily.  See:  https://github.com/coronalabs/framework-sprite-legacy

Rob

You get me wrong.I agree that corona can’t patch and older version or support a “dead” third party tool.I just wanted a solution because im tired of bug hunting and huge changes that makes a 100% working game not working anymore.I have tried the sprite library on GitHub but nothing happens.